TEXT:  
  
   
  Table of Contents
  Chapter 1 Introduction ................. 10 
  Beginnings ..................................... 11 
  The Golden Rule.............................. 12 
  What You Will Need ......................... 12 
  Chapter 2 The Legend of Zelda ..... 13 
  The Setting ...................................... 13 
  Hyrule............................................ 13 
  Termina ......................................... 13 
  Koholint Island................................ 14 
  Labrynna........................................ 14 
  Holodrum ....................................... 14 
  The Great Sea................................. 15 
  Themes and Moods .......................... 15 
  Good versus Evil.............................. 15 
  Other Themes ................................. 16 
  Mood ............................................. 16 
  A Golden History.............................. 16 
  Legends Untold ............................... 18 
  Chapter 3 Tribes of the Land......... 20 
  Deku................................................ 20 
  Deku Racial Traits............................ 21 
  Gerudo............................................. 22 
  Gerudo Racial Traits......................... 23 
  Gorons............................................. 23 
  Goron Racial Traits .......................... 24 
  Hylians ............................................ 25 
  Hylian Racial Traits .......................... 26 
  Kokiri............................................... 26 
  Kokiri Racial Traits........................... 27 
  Moblins............................................ 28 
  Moblin Racial Traits.......................... 28 
  Rito.................................................. 28 
  Rito Tribal Traits.............................. 30 
  Subrosians....................................... 31 
  Subrosian Racial Traits ..................... 31 
  Tokay .............................................. 31 
  Tokay Racial Traits .......................... 32 
  Zora................................................. 33 
  Zora Racial Traits ............................ 34 
  Chapter 4 Mantle of the Hero........ 35 
  Classes, 
  Multiclassing 
  and 
  Advancement................................... 35 
  Base Attack Bonus........................... 35 
  Defense Bonus ................................ 35 
  Magic............................................. 35 
  Academic......................................... 36 
  Game Rule Information .................... 36 
  Class Skills ..................................... 37 
  Class Features ................................ 37 
  Artisan............................................. 38 
  Game Rule Information .................... 39 
  Class Skills ..................................... 39 
  Class Features ................................. 39 
  Drifter ..............................................40 
  Game Rule Information..................... 41 
  Class Skills...................................... 41 
  Class Features ................................. 41 
  Noble ...............................................42 
  Game Rule Information..................... 43 
  Class Skills...................................... 43 
  Class Features ................................. 43 
  Performer ........................................44 
  Game Rule Information..................... 45 
  Class Skills...................................... 45 
  Class Features ................................. 45 
  Warrior ............................................45 
  Game Rule Information..................... 46 
  Class Skills...................................... 46 
  Class Features ................................. 47 
  Wilderfolk ........................................47 
  Game Rule Information..................... 48 
  Class Skills...................................... 48 
  Class Features ................................. 48 
  Wizzrobe..........................................49 
  Game Rule Information..................... 49 
  Class Skills...................................... 50 
  Class Features ................................. 50 
  Chapter 5 Tricks of the Trade ........51 
  Performances...................................51 
  Acquiring Performances .................... 51 
  Using Performances.......................... 52 
  Performance Breakdown ................... 52 
  Performance List .............................. 52 
  Abilities of the Goddesses.....................52 
  Armor of the Tri-Force .........................52 
  Battle Mourning ..................................52 
  Battle Prelude.....................................52 
  Beyond Ability ....................................52 
  Call to War.........................................53 
  Conjoining Vulnerability .......................53 
  Defensive Euphony..............................53 
  Din’s Fury ..........................................53 
  Encouraging Aid..................................53 
  Eyes Asunder .....................................53 
  Farore’s Insight...................................53 
  Favor of the Tri-Force ..........................53 
  Forest Innuendo..................................53 
  Gale Force..........................................53 
  Gerudo Luck.......................................54 
  Glorious Charge ..................................54 
  Graceful Deflection ..............................54 
  Haste of the Shiekah ...........................54 
  Magic’s Euphony .................................54 
  Magic’s Lament...................................54 
  Naryu’s Judgment ...............................54 
  Scarecrow Shuffle ...............................54 
  Shield Concerto ..................................54 
  
   
   
  3
  Shield of the Elements......................... 54 
  Sight of the Far Prey ........................... 54 
  Sight of the Nether Reaches................. 54 
  Skilled Inspiration............................... 54 
  The Fall of Invincibility......................... 54 
  Thunderous Cacophony ....................... 54 
  Time................................................. 55 
  Torrent of Sorrow ............................... 55 
  Virtuous Aid....................................... 55 
  Waltz of the Elements ......................... 55 
  Wind Concerto ................................... 55 
  Zoran Charm ..................................... 55 
  New Feats........................................ 55 
  Imbued Feats.................................. 55 
  Tri-Force Feats................................ 55 
  Tribal Feats .................................... 55 
  Feat List......................................... 56 
  Aging Resistance [Tribal] ..................... 56 
  Alert Tracker [Tribal]........................... 56 
  Armor of Din [Tribal]........................... 56 
  Attunement [General] ......................... 56 
  Beast’s Mounted Combat [Imbued] ....... 56 
  Bestial Connection [Imbued] ................ 56 
  Bioelectric Shock [Imbued, Tribal]......... 56 
  Blade of the Dolphin’s Fin [Tribal] ......... 57 
  Blazing Great Cleave [Imbued] ............. 57 
  Custom Spell [Tri-Force]...................... 57 
  Cycle of Courage [Tri-Force]................. 57 
  Cycle of Power [Tri-Force].................... 57 
  Cycle of Wisdom [Tri-Force] ................. 57 
  Darkness’ Spring Attack [Imbued]......... 57 
  Dazzling Rapid Shot [Imbued] .............. 57 
  Deep Fast [Tribal]............................... 58 
  Desert Hunter [Tribal] ......................... 58 
  Divine Deflect Arrows [Imbued] ............ 58 
  Divine Empathy [Imbued].................... 58 
  Elemental Seed [Imbued, Tribal]........... 58 
  Empathic Expansion [Tribal]................. 58 
  Enlightened Precise Shot [Imbued] ....... 58 
  Extra Spells [Tri-Force]........................ 58 
  Farore’s Spirited Charge [Imbued] ........ 58 
  Fast of the Brave [Tribal]..................... 59 
  Fast of the Cleansing [Tribal]................ 59 
  Fast of the Sands [Tribal] .................... 59 
  Fast of the Wise [Tribal] ...................... 59 
  Fire Affinity [Tri-Force, Tribal] .............. 59 
  Fire Aspect [Tri-Force]......................... 59 
  Fire Aversion [Tri-Force, Tribal] ............ 59 
  Fire Focus [Tri-Force] .......................... 59 
  Fire’s Power Attack [Imbued] ............... 59 
  Flaming Cleave [Imbued]..................... 59 
  Flower Stem [Tribal] ........................... 60 
  Flowing Acrobatics [Imbued] ................ 60 
  Focus [General].................................. 60 
  Forest Affinity [Tri-Force, Tribal] ........... 60 
  Forest Aspect [Tri-Force] ..................... 60 
  Forest Aversion [Tri-Force, Tribal]......... 60 
  Forest Empathy [Tribal]....................... 60 
  Forest Focus [Tri-Force]....................... 60 
  Gift of the Royal Line [Imbued, Tribal] ... 60 
  Greater Meditation [Tri-Force]...............61 
  Greater Power Seed [Tribal] .................61 
  Hide of Legends [Tribal] .......................61 
  Hide of Mountains [Tribal] ....................61 
  Hide of Mythology [Tribal] ....................61 
  Hunter’s Mounted Archery [Imbued] ......61 
  Illuminated Far Shot [Imbued]..............61 
  Imbue Arrow: Fire [Imbued].................61 
  Imbue Arrow: Spirit [Imbued]...............61 
  Imbue Arrow: Water [Imbued]..............61 
  Imbue Bolt: Light [Imbued]..................61 
  Imbue Bolt: Shadow [Imbued]..............62 
  Imbue Stone: Forest [Imbued]..............62 
  Improved Attunement [Tribal] ..............62 
  Improved Power Seed [Tribal]...............62 
  Improved Seed Shot [Tribal].................62 
  Improved Speed Roll [Tribal] ................62 
  Improved Water Skipping [Tribal]..........62 
  Legendary Temperature Resistance [Tribal]
  ........................................................62 
  Light Affinity [Tri-Force, Tribal] .............62 
  Light Aspect [Tri-Force] .......................62 
  Light Aversion [Tri-Force, Tribal] ...........62 
  Light Focus [Tri-Force].........................62 
  Light’s Point Blank Shot [Imbued] .........63 
  Luck of the Goddesses [Tribal] ..............63 
  Luck of the Hylian [Tribal] ....................63 
  Meditation [Tri-Force] ..........................63 
  Meditation Master [Tri-Force]................63 
  Moblin Sniffer [Tribal] ..........................63 
  Narrow Consumption [Tribal] ................63 
  Nomad’s Ride-By Attack [Imbued].........63 
  One Mind [Tribal] ................................63 
  Power Athletics [Imbued] .....................64 
  Power Roll [Tribal]...............................64 
  Power Seed [Tribal].............................64 
  Pure Blood [Tribal] ..............................64 
  Quick Stop [Tribal] ..............................64 
  Radiant Awareness [Imbued]................64 
  Rain’s Disarm [Imbued] .......................64 
  Reckless Blows [General] .....................64 
  Scent Reflex [Tribal]............................64 
  Shade’s Mobility [Imbued]....................64 
  Shadow Affinity [Tri-Force, Tribal] .........64 
  Shadow Aspect [Tri-Force] ...................65 
  Shadow Aversion [Tri-Force, Tribal] .......65 
  Shadow Focus [Tri-Force].....................65 
  Shadow’s Dodge [Imbued] ...................65 
  Shark Charge [Tribal] ..........................65 
  Skilled Rider [General].........................65 
  Slippery [Tribal]..................................65 
  Slow Dehydration [Tribal].....................65 
  Soul’s Stunning Fist [Imbued]...............65 
  Speed Roll [Tribal] ..............................65 
  Speed Seed [Tribal].............................65 
  Spikes of Darmani [Imbued, Tribal] .......65 
  Spirit Affinity [Tri-Force, Tribal].............66 
  Spirit Aspect [Tri-Force] .......................66 
  Spirit Aversion [Tri-Force, Tribal]...........66 
  Spirit Focus [Tri-Force] ........................66 
  
   
   
  4
  Spirit’s Improved Unarmed Strike [Imbued]
  ........................................................ 66 
  Steed’s Trample [Imbued] ................... 66 
  Swift Learner [General] ....................... 66 
  Tailless Tokay [Imbued, Tribal]............. 66 
  Temperature Resistance [Tribal] ........... 66 
  Thirst of the Sands [Tribal] .................. 66 
  Thundering Sunder [Imbued] ............... 67 
  Twilight Secrecy [Imbued] ................... 67 
  Water Affinity [Tri-Force, Tribal] ........... 67 
  Water Aspect [Tri-Force]...................... 67 
  Water Aversion [Tri-Force, Tribal] ......... 67 
  Water Focus [Tri-Force]....................... 67 
  Water’s Expertise [Imbued].................. 67 
  Wave’s Trip [Imbued].......................... 67 
  Whale Slam [Tribal] ............................ 67 
  Special Armor .................................. 67 
  Mundane Equipment........................ 68 
  Chapter 6 Character Detail ........... 70 
  Languages...................................... 70 
  Focus............................................... 70 
  Choosing Focus ............................... 71 
  Light................................................. 71 
  Shadow............................................. 71 
  Dark ................................................. 72 
  Changing Focus............................... 72 
  Magic & Focus ................................. 72 
  The Goddesses & the Tri-Force ........ 72 
  The Goddesses................................ 73 
  Din, Goddess of Power ........................ 73 
  Nayru, Goddess of Wisdom .................. 73 
  Farore, Goddess of Courage ................. 73 
  Guardian Spirits............................... 73 
  Creating a Guardian Spirit................. 74 
  Becoming a Guardian Spirit............... 74 
  Effective Character Level ..................... 74 
  Immunities ........................................ 74 
  Spell Resistance ................................. 74 
  Sacred Attacks ................................... 74 
  Blessings........................................... 74 
  Basic Statistics ................................ 75 
  Name ............................................ 75 
  Gender .......................................... 75 
  Age ............................................... 76 
  Height & Weight .............................. 76 
  Fleshing Out the Character .............. 77 
  Appearance .................................... 77 
  Background & History....................... 78 
  Chapter 7 Magic of the Tri-Force... 79 
  The History of Magic........................ 79 
  The Creation of Magic....................... 79 
  Magic Flourishes.............................. 79 
  The Aspects Refined......................... 79 
  Magic in the Now............................. 80 
  Uses throughout history ................... 80 
  The Power of the Tri-Force .............. 80 
  Latent Magic ................................... 80 
  Active Magic ................................... 80 
  The Forces behind Magic..................81 
  Tri-Force of Power............................ 81 
  Aspect of Fire .....................................81 
  Aspect of Shadow................................81 
  Tri-Force of Wisdom ......................... 81 
  Aspect of Water ..................................81 
  The Aspect of Light..............................81 
  Tri-Force of Courage......................... 81 
  Aspect of Forest..................................81 
  Aspect of Spirit ...................................82 
  The Triumvirates of Elements and Spirits
  ..................................................... 82 
  The Tri-Force Today ......................... 82 
  Using the Magic ...............................82 
  Magic Points and Spell Pools .............. 82 
  Opposed and Adjacent Aspects .......... 82 
  Spell Structure .................................82 
  Casting Time ................................... 83 
  Magic point Cost .............................. 83 
  Range ............................................ 83 
  Aiming a Spell ................................. 83 
  Saving Throw .................................. 85 
  Spell Resistance............................... 85 
  The Spell's Result............................. 85 
  Duration ......................................... 85 
  Components.................................... 86 
  Concentration.................................. 86 
  Counterspelling................................ 87 
  Caster Level .................................... 88 
  Racial Aspect Modifiers.........................88 
  Spell failure..................................... 88 
  Special Spell Effects ......................... 88 
  Custom Spells ..................................89 
  A Spell’s Centre ............................... 89 
  Area of Effect .................................. 89 
  Effects............................................ 89 
  Range ............................................ 89 
  Casting Time ................................... 89 
  Saving Throws................................. 89 
  Example Spell: Fire and Ice ..................89 
  Example Spell: Sanctuary Light.............90 
  Universal Effects .............................. 90 
  Fire Effects...................................... 90 
  Forest Effects .................................. 90 
  Light Effects .................................... 91 
  Shadow Effects ................................ 92 
  Spirit Effects.................................... 93 
  Water Effects................................... 93 
  Countering Spells............................. 94 
  Psionics and Power Conversions ......94 
  Spell Format.....................................95 
  Learning Spells ................................95 
  Spell List ..........................................96 
  Fire Aspect...................................... 96 
  Level 0 ..............................................96 
  Level 1 ..............................................96 
  
   
   
  5
  Level 2.............................................. 96 
  Level 3.............................................. 96 
  Level 4.............................................. 97 
  Level 5.............................................. 97 
  Level 6.............................................. 97 
  Level 7.............................................. 97 
  Level 8.............................................. 97 
  Level 9.............................................. 97 
  Forest Aspect.................................. 98 
  Level 0.............................................. 98 
  Level 1.............................................. 98 
  Level 2.............................................. 98 
  Level 3.............................................. 98 
  Level 4.............................................. 99 
  Level 5.............................................. 99 
  Level 6.............................................. 99 
  Level 7.............................................100 
  Level 8.............................................100 
  Level 9.............................................100 
  Light Aspect...................................100 
  Level 0.............................................100 
  Level 1.............................................100 
  Level 2.............................................101 
  Level 3.............................................101 
  Level 4.............................................101 
  Level 5.............................................101 
  Level 6.............................................102 
  Level 7.............................................102 
  Level 8.............................................102 
  Level 9.............................................102 
  Shadow Aspect...............................102 
  Level 0.............................................102 
  Level 1.............................................102 
  Level 2.............................................102 
  Level 3.............................................103 
  Level 4.............................................103 
  Level 5.............................................103 
  Level 6.............................................104 
  Level 7.............................................104 
  Level 8.............................................104 
  Level 9.............................................104 
  Spirit Aspect ..................................104 
  Level 0.............................................104 
  Level 1.............................................105 
  Level 2.............................................105 
  Level 3.............................................105 
  Level 4.............................................105 
  Level 5.............................................105 
  Level 6.............................................106 
  Level 7.............................................106 
  Level 8.............................................106 
  Level 9.............................................106 
  Water Aspect .................................106 
  Level 0.............................................106 
  Level 1.............................................106 
  Level 2.............................................107 
  Level 3.............................................107 
  Level 4.............................................107 
  Level 5.............................................107 
  Level 6.............................................108 
  Level 7 ............................................ 108 
  Level 8 ............................................ 108 
  Level 9 ............................................ 108 
  Spell Information...........................108 
  Spell Revisions .............................. 108 
  Power Revisions............................. 110 
  New Spells .................................... 112 
  Farore’s Aura.................................... 112 
  Farore’s Command ............................ 112 
  Farore’s Fury .................................... 112 
  Farore’s Protection ............................ 112 
  Farore’s Shout .................................. 113 
  Farore’s Whisper ............................... 113 
  Fire Blast ......................................... 113 
  Fire Immunity................................... 113 
  Forest Blast...................................... 113 
  Forest Immunity ............................... 114 
  Light Blast........................................ 114 
  Light Immunity ................................. 114 
  Shadow Blast ................................... 114 
  Shadow Immunity............................. 114 
  Spirit Blast ....................................... 115 
  Spirit Immunity ................................ 115 
  Water Blast ...................................... 115 
  Water Immunity................................ 115 
  Chapter 8 Ranks of Prestige........116 
  Prestige Classes, Multiclassing, and 
  Advancement .................................116 
  Arcanist .........................................116 
  Requirements ................................ 116 
  Class Skills.................................... 116 
  Class Features ............................... 116 
  Armsmaster ...................................117 
  Requirements ................................ 117 
  Class Skills.................................... 117 
  Class Features ............................... 117 
  Artificer..........................................118 
  Requirements ................................ 118 
  Class Skills.................................... 118 
  Class Features ............................... 118 
  Blademaster...................................119 
  Requirements ................................ 119 
  Class Skills.................................... 119 
  Class Features ............................... 119 
  Burrower........................................120 
  Requirements ................................ 120 
  Class Skills.................................... 120 
  Class Features ............................... 120 
  Dustrider........................................121 
  Requirements ................................ 121 
  Class Skills.................................... 122 
  Class Features ............................... 122 
  Forester .........................................122 
  Requirements ................................ 122 
  Class Skills.................................... 122 
  Class Features ............................... 123 
  Illuminator.....................................123 
  
   
   
  6
  Requirements ................................124 
  Class Skills ....................................124 
  Class Features ...............................124 
  Knight of Hyrule ............................ 125 
  Requirements ................................125 
  Class Skills ....................................125 
  Class Features ...............................125 
  Lawmaster..................................... 126 
  Requirements ................................126 
  Class Skills ....................................126 
  Class Features ...............................126 
  Leaguer ......................................... 127 
  Requirements ................................127 
  Class Skills ....................................127 
  Class Features ...............................127 
  Minstrel ......................................... 128 
  Requirements ................................128 
  Class Skills ....................................128 
  Class Features ...............................128 
  Orator............................................ 129 
  Requirements ................................129 
  Class Skills ....................................129 
  Class Features ...............................129 
  Pirate of the Great Sea .................. 130 
  Requirements ................................130 
  Class Skills ....................................130 
  Class Features ...............................131 
  Pyromancer ................................... 131 
  Requirements ................................132 
  Class Skills ....................................132 
  Class Features ...............................132 
  Scavenger...................................... 132 
  Requirements ................................132 
  Class Skills ....................................133 
  Class Features ...............................133 
  Shadowmaster .............................. 134 
  Requirements ................................134 
  Class Skills ....................................134 
  Class Features ...............................134 
  Sheikah ......................................... 135 
  Requirements ................................135 
  Class Skills ....................................135 
  Class Features ...............................135 
  Soldier........................................... 136 
  Requirements ................................136 
  Class Skills ....................................137 
  Class Features ...............................137 
  Spellcrafter.................................... 137 
  Requirements ................................137 
  Class Skills ....................................137 
  Class Features ...............................137 
  Stalker........................................... 138 
  Requirements: ...............................138 
  Class Skills ....................................138 
  Class Features ...............................138 
  Steel Savant...................................139 
  Requirements ................................ 140 
  Class Skills.................................... 140 
  Class Features ............................... 140 
  Stoneroller.....................................140 
  Requirements ................................ 141 
  Class Skills.................................... 141 
  Class Features ............................... 141 
  Stormcaller ....................................142 
  Requirements ................................ 142 
  Class Skills.................................... 142 
  Class Features ............................... 142 
  Summoner .....................................143 
  Requirements ................................ 143 
  Class Skills.................................... 143 
  Class Features ............................... 143 
  Treasure Hunter.............................144 
  Requirements ................................ 144 
  Class Skills.................................... 144 
  Class Features ............................... 144 
  Wardancer .....................................145 
  Requirements ................................ 145 
  Class Skills.................................... 145 
  Class Features ............................... 145 
  Wilder ............................................146 
  Requirements ................................ 146 
  Class Skills.................................... 146 
  Class Features ............................... 147 
  Chapter 9 Legendary Gazetteer...148 
  Hyrule ............................................148 
  The Land ......................................... 148 
  The People ....................................... 148 
  The History ...................................... 149 
  The Myths........................................ 149 
  Places of Interest .............................. 149 
  Death Mountain ............................. 150 
  The Land ......................................... 150 
  The People ....................................... 150 
  The History ...................................... 150 
  The Myths........................................ 151 
  Places of Interest .............................. 151 
  Gerudo Desert ............................... 152 
  The Land ......................................... 152 
  The People ....................................... 152 
  The History ...................................... 153 
  The Myths........................................ 153 
  Places of Interest .............................. 154 
  North Hyrule ................................. 155 
  The Land ......................................... 155 
  The People ....................................... 155 
  The History ...................................... 155 
  The Myths........................................ 157 
  Places of Interest .............................. 157 
  The Lost Woods ............................. 158 
  The Land ......................................... 158 
  The People ....................................... 158 
  The History ...................................... 158 
  
   
   
  7
  The Myths ........................................159 
  Places of Interest...............................159 
  Zora’s Domain ...............................160 
  The Land ..........................................160 
  The People........................................160 
  The History.......................................160 
  The Myths ........................................160 
  Places of Interest...............................160 
  Great Sea....................................... 161 
  The Land ..........................................161 
  The People........................................161 
  The History.......................................161 
  The Myths ........................................161 
  Places of Interest...............................162 
  Holodrum ...................................... 162 
  The Land ..........................................162 
  The People........................................162 
  The History.......................................163 
  The Myths ........................................163 
  Places of Interest...............................164 
  Koholint Island.............................. 165 
  The Land ..........................................165 
  The People........................................166 
  The History.......................................166 
  The Myths ........................................166 
  Places of Interest...............................166 
  Labrynna ....................................... 169 
  The Land ..........................................169 
  The People........................................169 
  The History.......................................170 
  The Myths ........................................170 
  Places of Interest...............................170 
  Crescent Island ..............................172 
  The Land ..........................................172 
  The People........................................172 
  The History.......................................172 
  The Myths ........................................172 
  Places of Interest...............................173 
  Sea of Storms ................................173 
  The Land ..........................................173 
  The People........................................173 
  The History.......................................174 
  The Myths ........................................174 
  Places of Interest...............................174 
  Subrosian Underworld ................... 174 
  The Land ..........................................174 
  The People........................................175 
  The History.......................................175 
  The Myths ........................................175 
  Places of Interest...............................175 
  Termina ......................................... 176 
  Central Termina .............................176 
  The Land ..........................................176 
  The History.......................................176 
  The Myths ........................................177 
  Places of Interest...............................178 
  Great Bay......................................178 
  The Land ..........................................178 
  The People........................................178 
  The History.......................................178 
  The Myths........................................ 179 
  Places of Interest .............................. 179 
  Ikana Canyon ................................ 180 
  The Land ......................................... 180 
  The History ...................................... 180 
  The Myths........................................ 181 
  Places of Interest .............................. 181 
  Snowhead..................................... 181 
  The Land ......................................... 181 
  The People ....................................... 182 
  The History ...................................... 182 
  The Myths........................................ 182 
  Places of Interest .............................. 183 
  Southern Swamp ........................... 183 
  The Land ......................................... 183 
  The People ....................................... 183 
  The History ...................................... 183 
  The Myths........................................ 184 
  Places of Interest .............................. 184 
  Chapter 10 Icons of Mystery .......186 
  Ganondorf Dragmire ......................186 
  Agahnim ........................................186 
  Link................................................186 
  Incarnations.................................. 187 
  Princess Zelda................................187 
  Incarnations.................................. 187 
  Koume & Kotake ............................187 
  Impa ..............................................188 
  Princess Ruto.................................188 
  Quill ...............................................188 
  Blind the Thief................................189 
  King Darunia ..................................189 
  Rauru.............................................189 
  Saria ..............................................190 
  Nabooru .........................................190 
  Chapter 11 Through the Ages......191 
  The History of Hyrule and it's Environs
  ......................................................191 
  The Time Before ............................ 191 
  The First Era.................................. 191 
  The Second Era ............................. 193 
  The Third Era ................................ 193 
  Chapter 12 Dangers and Daring ..196 
  Armos .......................................... 196 
  Combat ........................................... 196 
  Construction..................................... 196 
  Beamos ........................................ 196 
  Combat ........................................... 196 
  Bubble.......................................... 197 
  Combat ........................................... 197 
  Deku ............................................ 197 
  Combat ........................................... 197 
  Deku Society .................................... 197 
  Deku Baba .................................... 197 
  Combat ........................................... 197 
  Faerie........................................... 198 
  Combat ........................................... 198 
  
   
   
  8
  Faeries as Characters .........................198 
  Gel ...............................................198 
  Combat............................................198 
  Geldman .......................................198 
  Combat............................................199 
  Gerudo .........................................199 
  Combat............................................199 
  Gerudo Society..................................199 
  Gibdos ..........................................199 
  Combat............................................200 
  Goriya...........................................200 
  Combat............................................200 
  Goriyas as Characters ........................200 
  Goron ...........................................201 
  Combat............................................201 
  Goron Society ...................................201 
  Helmasaur.....................................201 
  Combat............................................201 
  Ironknuckle ...................................202 
  Combat............................................202 
  Construction .....................................202 
  Kargaroc .......................................202 
  Combat............................................202 
  Keese ...........................................202 
  Combat............................................203 
  Kokiri............................................203 
  Combat............................................203 
  Lava Dragon ..................................203 
  Combat............................................203 
  Leever ..........................................204 
  Combat............................................204 
  Like-Like .......................................204 
  Combat............................................204 
  Lizalfos .........................................205 
  Combat............................................205 
  Dinalfos............................................205 
  Lynel ............................................205 
  Combat............................................205 
  Lynels as Characters ..........................205 
  Moblin...........................................206 
  Combat............................................206 
  Moblin Society...................................206 
  Octorok.........................................206 
  Combat............................................206 
  Peahat ..........................................206 
  Combat............................................207 
  Poe...............................................207 
  Combat............................................207 
  Pols Voice......................................207 
  Combat............................................208 
  ReDead.........................................208 
  Combat............................................208 
  Rope.............................................208 
  Combat............................................208 
  Stalfos ..........................................208 
  Combat............................................209 
  Tail...............................................209 
  Combat............................................209 
  Tektite.......................................... 209 
  Combat ........................................... 209 
  Tokay........................................... 209 
  Combat ........................................... 210 
  Tokay Society................................... 210 
  Tokay as Characters .......................... 210 
  Trap............................................. 210 
  Combat ........................................... 210 
  Vire.............................................. 210 
  Combat ........................................... 211 
  Wallmaster.................................... 211 
  Combat ........................................... 211 
  Ceilingmaster ................................... 211 
  Floormaster...................................... 211 
  Darkmaster ...................................... 211 
  Zol............................................... 211 
  Combat ........................................... 212 
  Zora............................................. 212 
  Combat ........................................... 212 
  Nightmare Monsters ......................212 
  Aquamentus.................................. 212 
  Combat ........................................... 212 
  Arrghus ........................................ 213 
  Combat ........................................... 213 
  Digdogger..................................... 213 
  Combat ........................................... 213 
  Dodongo....................................... 213 
  Combat ........................................... 214 
  Gleeok.......................................... 214 
  Combat ........................................... 214 
  Gohma ......................................... 214 
  Combat ........................................... 215 
  Helmasaur King ............................. 215 
  Combat ........................................... 215 
  Kholdstare .................................... 215 
  Combat ........................................... 215 
  Lanmola ....................................... 216 
  Combat ........................................... 216 
  Manhandala .................................. 216 
  Combat ........................................... 216 
  Moldorm ....................................... 216 
  Combat ........................................... 217 
  Mothula ........................................ 217 
  Combat ........................................... 217 
  Trinexx......................................... 217 
  Combat ........................................... 218 
  Vitreous........................................ 218 
  Combat ........................................... 218 
  Volvagia ....................................... 218 
  Combat ........................................... 219 
  Chapter 13 Treasure and Glory....220 
  Magic Items ...................................220 
  Armor .......................................... 220 
  Weapons....................................... 220 
  Charms ........................................ 221 
  Rings ........................................... 222 
  Rods ............................................ 224 
  Wondrous Items ............................ 224 
  
   
   
  9
  Artifacts ........................................ 226 
  Minor Artifacts................................226 
  Essences of Time and Nature ...........227 
  Essences of Nature ............................227 
  Essences of Time...............................227 
  Harp of Ages..................................228 
  Tune of Ages.....................................228 
  Tune of Currents ...............................228 
  Tune of Echoes..................................228 
  Playing the Tunes ..............................228 
  Other Tunes......................................228 
  Instruments of the Sirens ................229 
  Conch Horn.......................................229 
  Coral Triangle ...................................229 
  Full Moon Cello..................................229 
  Organ of Evening Calm.......................229 
  Sea Lily Bell......................................229 
  Surf Harp .........................................230 
  Thunder Drum...................................230 
  Wind Marimba...................................230 
  Playing all the Instruments of the Sirens
  .......................................................230 
  Majora’s Masks...............................230 
  Master Sword.................................230 
  Ocarina of Time..............................230 
  Pendants of the Tri-Force.................230 
  Pendant of Courage ...........................231 
  Pendant of Power...............................231 
  Pendant of Wisdom ............................231 
  Combining the Pendants .....................231 
  Rod of Seasons ..............................231 
  Tri-Force .......................................231 
  The Tri-Force of Courage ....................231 
  The Tri-Force of Power .......................231 
  The Tri-Force of Wisdom.....................231 
  Combining the Tri-Force .....................232 
  Chapter 14 Creating the Legend . 233 
  Where to Start ...............................233 
  Before the Game ............................233 
  Swords and Spells .............................234 
  Prose and Posture..............................234 
  A Magical Mix....................................234 
  Finishing Preparations .....................235 
  After the Game ..............................235 
  Theme ........................................... 236 
  Revenge........................................236 
  Mystery.........................................236 
  Retrieval .......................................237 
  Exploration ....................................237 
  Intrigue.........................................238 
  Heroism ........................................238 
  Other Themes ................................239 
  Mood ............................................240 
  Description ....................................240 
  Tone.............................................241 
  Conflict .........................................241 
  Motivation .....................................242 
  Piecing it Together..........................242 
  Compiling ..................................... 242 
  Creating the Unknown ...................242 
  Terrain ......................................... 242 
  Population..................................... 243 
  Generation Example ....................... 243 
  Tribes & Populations ....................... 244 
  Other Personas ..............................244 
  NPC Classes .................................. 245 
  Apprentice .....................................245 
  Class Skills.................................... 245 
  Class Features ............................... 245 
  Highborn........................................246 
  Class Skills.................................... 246 
  Class Features ............................... 246 
  Lowborn.........................................246 
  Class Skills.................................... 246 
  Class Features ............................... 247 
  Scrapper ........................................247 
  Class Skills.................................... 248 
  Class Features ............................... 248 
  Chapter 15 Appendix...................249 
  The End of a Long Road..................249 
  Dedications ................................... 249 
  Credits ......................................... 250 
  Special Thanks & Considerations: ..... 250 
  OPEN GAME LICENSE Version 1.0a.250 
   
  
   
   
  10
  Chapter 1 Introduction 
  elcome to the Legend of Zelda D20 role-
  playing game! The net book that you are 
  reading off your screen or holding in 
  your hands is a gateway to enjoying thrilling 
  adventures in the world of the Legend of Zelda 
  through the D20 system. This book is meant to 
  provide all the information necessary to play in 
  any land or in any time and Age of the world 
  created through the various Legend of Zelda 
  games. Within this volume, you will find tons of 
  useful information on the various races, cultures, 
  lands, histories, and of course, legends that 
  make up this incredibly enriched world. Do you 
  want to play a kokiri from the Lost Woods? No 
  problem, it is in here! What about playing a 
  hylian noble, plotting intrigue in the court of 
  Princess Zelda? It is covered! Moreover, with all 
  the lush detail that has been paid to Hyrule, 
  Termina, and various other lands, you will have 
  ample breathing room for staging your 
  campaigns either within the existing stories 
  of the video games, or within your own 
  unique plotlines. With so much detailed 
  information at your fingertips, you’ll be 
  able to move the timeline of the series 
  forward or backward as you wish, 
  create entirely new legends all 
  your 
  own, 
  or 
  even 
  play 
  through the plots and times of 
  the chronicled Legend of Zelda 
  video games! 
  However, where do you start? How 
  exactly do you navigate and use this 
  tome of gaming goodness? Provided 
  below is a brief summary of the 
  various chapters in the book, what 
  they cover and how to use them.  
  Chapter 2: The Legend of Zelda: 
  This 
  chapter 
  takes 
  an 
  introductory look at the setting 
  as 
  a 
  whole and describes the basic 
  themes 
  used in creating Legend of Zelda campaigns. It 
  also takes a very brief look at the lands covered 
  in later chapters of the book, as well as a 
  reference to the video games used as reference 
  for this book. A great introduction to a fantastic 
  world! 
  Chapter 3: Tribes of the Land: The world of 
  the Legend of Zelda is incredibly large, and 
  within it are the myriad tribes of all the lands. 
  From gorons to hylians, subrosians to moblins, 
  this chapter will provide all the cultural and 
  game-mechanic information needed to play as 
  your favorite race. 
  Chapter 4: Mantle of the Hero: You have 
  picked your tribe. Now, you will need to know 
  what your character is capable of doing. Included 
  in the chapter are eight new and original core 
  classes designed to perfectly fit the world of the 
  Legend of Zelda. This chapter contains all the 
  information you need on how to choose a class, 
  what they do, and how to play them. 
  Chapter 5: Tricks of the Trade: Within this 
  chapter, you will find a slew of information that 
  will help to further detail your character. Included 
  are new skills and feats, as well as performances, 
  items, equipment, goods, and service, currency 
  descriptions and details of the various economic 
  systems at work, and a great deal more. 
  Chapter 6: Character Detail: You have a tribe 
  and class picked. You are almost ready for 
  adventuring! However, who is your character? 
  What makes them tick? How tall are they? How 
  much do they weigh? Within this chapter, you 
  will 
  find 
  plenty of character detail to 
  work 
  with, including descriptions on 
  the 
  Goddesses, 
  focus, 
  and 
  character history. 
  Chapter 7: Magic of the Tri-
  Force: Wizzrobes hurl bolts of fire 
  and ice, powerful magic arms glow 
  with enchantment, and wards guard 
  sacred temples barring entry to all 
  save those who have the key. The Tri-
  Force of the world, created by the 
  Goddesses, fuels all magic in the 
  world. However, what does magic do? 
  How does it work? Contained within this 
  are the rules and systems for magic in 
  the Legend of Zelda D20 game. The 
  system is totally original and brand 
  new, created specifically to perfectly 
  suit the feel and setting of the 
  Legend of Zelda. Included within 
  are magic rules, explanations, 
  histories, and various systems 
  and explanations of everything 
  you could ever want to know about magic in the 
  Legend of Zelda. 
  Chapter 8: Ranks of Prestige: Your zoran 
  performer has acquired wealth, prestige, and 
  notoriety. However, what is next? Take the next 
  step with a Prestige class! Within this chapter, 
  you will find over twenty new and original 
  Prestige classes, specifically built and designed 
  for the world of Legend of Zelda D20! Included 
  are all the rules, systems, and source material 
  you will need. 
  Chapter 9: Legendary Gazetteer: Hyrule, 
  Termina, and the fabled Koholint Island. These 
  location and several others have been covered in 
  the video games. Nevertheless, what are these 
  lands really like? What is the countryside like? 
  What towns, villages, and fortresses adorn their 
  terrain? What creatures and characters live 
  within 
  their 
  boundaries? 
  The 
  Legendary 
  W
  
   
   
  11
  Gazetteer contains a wealth of information on all 
  the lands that have ever been touched upon in 
  the video game sources. Here you will find 
  accurate information about the lands, countries, 
  populations, economic systems, and geography 
  of the world with loads of richly detailed 
  information to use in your campaigns. This 
  chapter truly makes the world of Legend of Zelda 
  D20 come alive. 
  Chapter 10: Icons of Mystery: The Legend of 
  Zelda 
  Universe 
  is 
  full 
  of 
  mysterious 
  and 
  legendary characters, spread throughout the 
  various times. Some, like Link and Ganon, are 
  almost immortal in their scope, appearing in 
  almost every story ever told. Others are no less 
  memorable to the tales. Here you will find 
  descriptions of some of the most influential of 
  characters, friend or foe alike, along with 
  relevant stats for those you are most likely to 
  encounter in battle, either for or against. 
  Chapter 11: Through the Ages: The Legend of 
  Zelda Universe is a complex tangle of times, 
  dates, storylines and histories. How do the 
  events of the original Legend of Zelda game 
  correspond with the events of the Legend of the 
  Wind Waker? When exactly does A Link to the 
  Past take place? No need to muddle through the 
  history tangle any longer. In this chapter, we 
  clearly and cleanly explain and elaborate the 
  timeline of the world, as well as detailing the 
  characters, heroes, legends, artifacts, and events 
  of each Age. Included within are detailed 
  accounts of what occurred during what age, the 
  changes wrought through the land, and various 
  tidbits of the Legend of Zelda lore that will 
  certainly enrich your game. 
  Chapter 12: Dangers and Daring: Octoroks, 
  keese, and ironknuckles. These monsters and 
  more roam the lands and dungeons throughout 
  the lands. In this chapter, we present you with a 
  complete guide to the monsters of the Legend of 
  Zelda universe. Included are templates, optional 
  rules, 
  and 
  detailed 
  information 
  regarding 
  monsters and their kind. 
  Chapter 13: Treasure and Glory: The world of 
  the Legend of Zelda has always been filled with 
  unique artifacts and items of power. Everything 
  from the Master Sword to the Hover Boots is 
  presented in detail. Included are unique rules 
  and options on creating your own legendary 
  artifacts and items, and the secrets of the Tri-
  Force itself! 
  Chapter 14: Creating the Legend: You are all 
  ready to start your Legend of Zelda D20 
  campaign. Your players have created their 
  characters, but where do you start? This chapter 
  is a resource for Game Masters, full of story ideas 
  and insight on how to start and maintain a 
  Legend of Zelda campaign. Included are some 
  stock ideas, tips on story telling, and tables for 
  quick and easy campaign generation. 
  Chapter 15: Appendix: Included within are the 
  Open Game License, dedications and notes, 
  credits of creators, assistants, and play testers, 
  and various other notations. 
  Beginnings 
  If you are new to the world of the Legend of 
  Zelda, then definitely start at Chapter 2: The 
  Legend of Zelda to get a basic feel for the 
  themes and setting of the Legend of Zelda 
  
   
   
  12
  universe. If you are a player wishing to make a 
  character, skip on over to Chapter 3: Tribes of 
  the Land to start digging into the game 
  mechanics. Game Masters may wish to start in 
  Chapter 14: Creating the Legend for a more 
  in-depth explanation of how to create, run, and 
  maintain a Legend of Zelda campaign. 
  The Golden Rule 
  The Golden Rule is to have fun. No matter what, 
  Legend of Zelda D20 was created to be fun. 
  During the design process, this single goal was 
  kept in mind. If an idea was not applicable, easily 
  understood, or simple, it was dropped altogether 
  in favor of something simpler.   
  This book was designed to bring players and 
  Game Master’s alike into the world of the Legend 
  of Zelda without having to write volumes of 
  optional rules themselves. In addition, the source 
  material collected within was researched from 
  dozens of sources, and we have made every 
  possible attempt to stick as closely to the canon 
  of the Legend of Zelda material as possible. 
  In the end, if something in this book does not 
  work for you, toss it out! Replace it with your 
  own 
  ruling, 
  or 
  use 
  an 
  alternate 
  system 
  altogether. The point is to have fun after all, and 
  the Legend of Zelda should not be anything but 
  fun.   
  Keeping that in mind, it’s important to note that 
  this book and the systems presented within were 
  painstakingly created and tested over a year and 
  three month process. The rules and mechanics 
  within have been checked, edited, re-checked, 
  re-edited, tested, edited, re-tested, etc a mind 
  numbing amount of times. The source material 
  and background information has been fleshed out 
  considerably, and when resources only offered up 
  tidbits, we were forced to expand. We have made 
  every possible attempt to stay as true to Shigeru 
  Miyamoto’s 
  canon 
  as 
  possible. 
  Certain 
  discrepancies may arise from time to time, but 
  the overall presentation and detailing is as close 
  to complete and ‘canon’ as can reasonably be 
  accomplished. 
  What You Will Need 
  To use this campaign setting, you will need to 
  have a few things. Players will need a copy of the 
  Dungeons & Dragons Player’s Handbook (Player’s 
  Handbook). Game Masters will need a copy each 
  of the Player’s Handbook, Game Master’s Guide 
  (Player’s Handbook I), and the Monster Manual 
  (Player’s Handbook II). Wizards of the Coast 
  publish all of the above listed books. 
  In addition, everyone playing should have a copy 
  of this netbook, preferably printed and in 
  hardcopy, to refer to when necessary. If 
  necessary, a single copy can be used between 
  several players, or several copies for a large 
  group. Regardless, the Game Master should 
  always have a separate copy on hand for quick 
  and easy reference. 
  
   
   
  13
  Chapter 2 The Legend of Zelda 
  The Legend of Zelda, a name that stirs fond 
  memories of hours upon hours spent exploring 
  the dungeons and environs of Hyrule, Termina, 
  Koholint Isle, and many more locations of 
  wonder. Since the series first appearance in 
  1987, the Legend of Zelda series has enchanted 
  people worldwide. It has captured audiences with 
  its 
  clever 
  puzzle 
  design, 
  dungeon-exploring 
  elements, and absorbing story. The series main 
  character, Link, is one of the most instantly 
  recognizable characters in pop culture today, and 
  remains a hero in the hearts of those who grew 
  up with him and new fans alike. 
  The Legend of Zelda D20 seeks to capture the 
  magic and feel of the classic series using the D20 
  system of role-playing game rules. This chapter 
  introduces you to the campaign setting and gives 
  you a brief glance at what is ahead in the book. 
  In addition, it helps to explain exactly what fuels 
  a Legend of Zelda D20 campaign and helps to 
  familiarize players and GM’s alike with the 
  various resources that are available. 
  The Setting 
  The Legend of Zelda universe is a richly detailed 
  world, full of wonder and depth. Though no map 
  of the entire world has ever been produced, 
  there is a variety of lands available to base your 
  campaign in. Each one is as unique and diverse 
  as the next, blending together with some slight 
  commonalities of culture and geography to create 
  a seamless blend between regions. Make no 
  mistake however, the various lands and nations 
  can be as different as the night and day. What 
  may pass for acceptable in one land may seem 
  outlandish, or perhaps even insulting in another. 
  Common cultures may share similar cultural 
  viewpoints and concerns. Perhaps they even 
  share similar practices and ethical models. Yet, 
  the opposite may be true. Similar races from 
  different areas of the world may have drastically 
  different outlooks on everything, and may even 
  come across with open hostility to each other. 
  Listed below is a brief summary of the various 
  lands that are immediately available for play. For 
  a more in-depth look at the specifics and details 
  of 
  each 
  land, 
  head 
  over 
  to 
  Chapter 
  9: 
  Legendary 
  Gazetteer 
  for 
  a 
  wealth 
  of 
  information 
  on 
  the 
  various 
  lands 
  spread 
  throughout the world. 
  Hyrule 
  Perhaps the most famous of the Legend of 
  Zelda’s geographic settings, the lands of Hyrule 
  have been the most charted and documented of 
  all the lands. Link’s journeys began in Hyrule 
  with the release of the original Legend of Zelda. 
  Ever since, Hyrule has been host to more of 
  Link’s adventures than any other land.   
  Widely diverse, Hyrule is the focus of the 
  majority of the Legend of Zelda campaigns. 
  Hyrule, by far, has the most material available 
  detailing it in great depth. With such famous 
  physical landmarks and sites, such as Death 
  Mountain and Kakariko Village, Hyrule has a 
  nearly unlimited capacity for adventure.   
  Geographically, Hyrule is enormous. By far the 
  biggest territory mass on any continent yet 
  explored, Hyrule takes up almost the entire 
  continent, 
  consisting 
  of 
  deserts, 
  marshes, 
  swamps, plains and scrub, numerous mountain 
  ranges, lush forest, and even a few small coastal 
  islands. The settled population of Hyrule is 
  numerous as well, yet when compared to the 
  sheer amount of untamed, unsettled countryside, 
  Hyrule is certainly far from fully explored. 
  Notable features of Hyrule include the various 
  ruins 
  and 
  dungeons 
  that 
  lay 
  across 
  the 
  countryside. Often built in numeric patterns, the 
  various 
  labyrinths, 
  palaces, 
  temples, 
  and 
  dungeons have often served as crucial focal 
  points for adventures throughout Hyrule. Yet, 
  with all the activity revolving around these sites, 
  many more lie yet untouched, waiting for destiny 
  to bring a hero or group of heroes to their 
  ominous gates. 
  Hyrule also boasts an impressive number of the 
  Goddesses’ tribes. Gerudos, gorons, and zoras 
  dominate the settled areas while a few sparse 
  realms have sizable populations of dekus and 
  kokiri. Moblins abound as well, finding relative 
  safety in the large, untamed stretches of 
  wilderness that reach across Hyrule. 
  Termina 
  The lands of Termina are located far from the 
  borders of Hyrule, and are home to far different 
  cultures as well. Placed on the same continent as 
  Hyrule, the lands of Termina are a place of 
  mostly unexplored history. Rich in culture and 
  legacy, Termina was first glimpsed by fans in the 
  Majora’s Mask title. 
  Termina is slightly more extreme than Hyrule 
  when it comes to geography. Unlike Hyrule, 
  Termina is mostly free of mountain ranges save 
  for a snow-capped range ringing the land. While 
  Hyrule has its fair share of marshes, windswept 
  plains and hot desert climes, Termina is extreme, 
  sporting poison-filled bogs, snow-capped ranges 
  of mountains, and coastal shoals of clear, 
  sparkling water. Much like Hyrule, Termina is 
  settled in a few locations but remains largely 
  wild. Clocktown is the land's most notable site of 
  interest, 
  and 
  indeed, 
  is 
  heralded 
  as 
  an 
  achievement 
  of 
  civilization. 
  Annual 
  harvest 
  festivals 
  and 
  celebrations 
  are 
  thrown 
  in 
  
   
   
  14
   
   
  Bravery is one thing… 
   
   
   
   
  … foolishness another! 
  Adventure is everywhere in The Legend of Zelda D20! 
  Clocktown with regular ease, and all across 
  Hyrule and Termina both, Clocktown is renowned 
  for its air of festivity and charm. 
  Termina is home to many races, hylians being 
  the most prevalent. However, both dekus and 
  gorons have extremely large settlements as well, 
  and are often seen coming and going from their 
  respective lands, as well as the markets of 
  Clocktown. Gerudos are almost non-existent, and 
  zoras tend to be rare at best, save for those that 
  dwell in the coastal area. 
  Koholint Island 
  Koholint Island remains a mystery to scholars 
  and academics even to this very day. Link was 
  said to have ventured on Koholint Island while 
  trapped within his own mind during his return to 
  Hyrule. Others say that Koholint Island is a real 
  island located faraway from Hyrule, visited by 
  Link, and brought back to his mind during his 
  accident. Whatever the truth is, since Link’s 
  adventures there, Koholint Island has remained 
  an enigma that has yet to be resolved. 
  Koholint Island is an ancient land, with many 
  secrets buried and hidden from a past that no 
  one can recall anymore. The few inhabitants on 
  the 
  Island 
  strive 
  to 
  keep 
  their 
  meager 
  settlements going despite the local hardships, 
  and isolation from the outside world. 
  Koholint Island is home to only a few of the most 
  popular races in the setting. Hylians and Moblins 
  have both gained a foothold on Koholint Island, 
  mostly 
  due 
  to 
  their 
  innate 
  tenacity 
  and 
  stubbornness, as well as their own abilities to 
  adapt to their environments. There are also 
  rumors of a Zora settlement deep beneath the 
  waters of the island’s inland bay. Of the other 
  races, no trace has yet to be discovered. 
  Labrynna 
  Far to the south of Hyrule is the land of 
  Labrynna. It is an ancient land with a history 
  dating back for over many centuries. During the 
  time of the Age of Sorrow, Labrynna was 
  wracked with many disasters, and these left deep 
  scars in the landscape that can still be seen 
  today. 
  Built on the remains of the kingdom of Queen 
  Ambi, the landscape is relaxed and unassuming, 
  yet hazardous to travelers who stray from the 
  beaten pathways. There are numerous hints of a 
  past not quite buried, not quite forgotten.  
  Labrynna is home to a few of the most common 
  races in the Legend of Zelda mythos. Moblins 
  prowl the landscape, preying on hylians, gorons 
  and zora alike, all of which can be found in the 
  mountains and waterways of the region. Just off 
  the south coast of Labrynna live the primitive 
  Tokay, somewhat curious and naïve about the 
  rest of the world, but very eager to explore. 
  Holodrum 
  From Mount Cucco to Holon Village, the land of 
  Holodrum is a vast temperate stretch across the 
  continent shared by Hyrule.  Full of familiar races 
  and unknown ruins, Holodrum promises a great 
  deal of adventure to players as a setting that has 
  never been as intimately explored as Hyrule has. 
  
   
   
  15
  The Great Sea 
  The 
  Great 
  Sea, 
  a 
  vast 
  ocean 
  wilderness 
  populated by diverse islands and fierce pirates.  
  The Great Sea region is perhaps the most 
  optional of the regions available for play.  Touted 
  by some as an alternate timeline from the events 
  occurring at the end of Ocarina of Time, the 
  Great Sea was the setting of the highly 
  successful Legend of the Wind Waker.  Whether 
  or not you wish to use the Great Sea as the basis 
  for your campaign, or as an alternate timeline or 
  future for the world of Legend of Zelda D20, 
  there is no denying that the Great Sea is a land 
  abundant 
  with 
  adventure 
  opportunities 
  and 
  excitement. 
  Themes and Moods 
  The Legend of Zelda is a rich setting, filled with 
  an incredible amount of detail. When telling 
  stories in the Legend of Zelda campaign and 
  building adventures for players, GM’s have to 
  consider what themes and mood are appropriate 
  for their campaign. Players must also consider 
  such things when detailing a background for their 
  characters. The question is what does the Legend 
  of Zelda feel like. The answer to this question 
  provides the basis for the theme and mood of the 
  Legend of Zelda D20 campaign setting.  
  Good versus Evil 
  From the very first game in the Legend of Zelda 
  series, the dominant theme of the Legend of 
  Zelda series has been one of good versus evil. 
  The classic struggle of Link to overcome Ganon 
  has been a major theme of many of the series 
  games, yet this struggle is a symbol for a deeper 
  cultural context. Good versus evil is an ancient 
  tradition in storytelling. The fight of the righteous 
  and just to overcome the tyranny, violence, and 
  destructiveness of the wicked is a classic element 
  of many cultures. Much like the video game 
  series, good versus evil is also the dominant 
  theme in Legend of Zelda D20. Many players play 
  role-playing games, electronic games, and the 
  like to engage in the fantasy of taking on the role 
  of the good in the fight against evil. We all want 
  to champion the causes we believe in, and 
  through such constructive fantasy, we achieve 
  our ethical aims as well as have fun. For a short 
  period, we are allowed to step outside our real 
  selves and become the heroes we have always 
  admired from afar.  
   
  No matter the danger, heroes strive to do good. The Legend of Zelda series is as diverse as it is 
  traditional! 
  
   
   
  16
  Other Themes 
  Though good and evil is by far the most 
  prevalent theme in the Legend of Zelda D20 
  setting, there are other important themes to be 
  examined. The world of the Legend of Zelda is a 
  dynamic world, filled with incredible adventure 
  opportunity and untold dangers. When looking at 
  the campaign setting as a whole, try to imagine 
  many of the themes from the past Legend of 
  Zelda series games and how they fit into your 
  own campaigns. Some examples include: 
  Courage: Heroes are not simply heavily armed 
  warriors that hack through any challenger or 
  wizzrobes that magic their way out of any 
  situation. They are little folk as well, simple folk 
  who start small and unimportant and go on to 
  carve 
  great 
  destinies 
  out 
  of 
  fate. 
  Great 
  characters, on their way to becoming heroes, 
  face uncountable challenges. Courage is what 
  sees them through these hard times, and is 
  integral to the setting. One must have courage to 
  face the trials that lay ahead. 
  Wisdom: While the courageous are 
  surely blessed by the Goddesses for 
  their stalwart souls, the wise have 
  reason 
  to 
  rejoice 
  as 
  well. 
  Wisdom is a rare gift, gained 
  only 
  through 
  experience 
  and 
  hardship. Wisdom is needed to 
  guide courageous heroes to 
  the proper end. For even 
  great 
  and 
  brave 
  heroes, 
  without wisdom guiding their 
  steps, will falter and fall to 
  evil. 
  Power: Not only can power 
  corrupt, it can be a salvation. 
  Power 
  carries 
  a 
  legitimate 
  responsibility to the holder, a 
  common theme seen in every Legend of Zelda 
  game in the series. While great power can be 
  rightfully earned, brave and wise heroes must be 
  wary of easy paths to power. Truly, power is a 
  temptation that has lured more than one 
  adventurer off the path of destiny and glory.   
  Humor: Who can forget the moment that Link 
  fell screaming into the water after rescuing 
  Princess Ruto from Lord Jabu-Jabu? The Legend 
  of Zelda, while a predominantly serious setting, 
  has elements of humor in it that helps to break 
  the monotony and seriousness of a campaign 
  somewhat. This is important in helping to relieve 
  the tension of dangerous situations that can 
  become all too common. 
  Survival: The arid wastes of the Gerudo Valley, 
  the tangled pathways of the Lost Woods, the 
  treacherous pathways of Death Mountain - all 
  these and more are examples of some of the 
  extreme conditions that face adventurers in a 
  Legend of Zelda campaign. Survival, whether 
  against the elements or live opponents, is a 
  major theme of the Legend of Zelda, and is often 
  the focus for the majority of a campaign while 
  the heroes attempt to reach their desired goal. 
  Glory: The trove of rupees discovered in a 
  dodongo cavern not only makes the player 
  wealthier but it brings glory as well. Artifacts and 
  gadgets, bombs and magic arrows, rupees and 
  ancient armor – these things bring a grand sense 
  of reward and glory to a campaign and should be 
  stock in any game. 
  Mood 
  Within the world of the Legend of Zelda, mood 
  remains an integral part of any successful 
  campaign. Mood is what determines the feel of 
  the immediate happenings of the game at any 
  given moment. A scene where a betrayer is 
  unmasked might bring about a sense of shock 
  and anger in the players. Perhaps some are 
  saddened or frightened while others are eager for 
  revenge. Thus, you see, mood is a delicate 
  concept that must be balanced from moment to 
  moment at the whim of the story. 
  Keep in mind how you feel playing any of your 
  favorite Legend of Zelda titles. Did you stare in 
  awe the first time you walked into the fully 3-D 
  temples presented in Ocarina of Time? Did you 
  feel a sudden wild elation at watching Link gallop 
  across Hyrule field on the back of Epona? Can 
  you remember the sense of mystery and danger 
  that lurked within every labyrinth of the Legend 
  of Zelda? All these and more are the moods 
  that form the basis for Legend of Zelda 
  D20. Open your imagination and 
  step into the world of the 
  Legend of Zelda Universe! 
  A Golden History 
  The world of the Legend of Zelda universe is by 
  no means new. Indeed, the series has a rich 
  tradition and history dating back to its inception. 
  Listed below is a brief timeline of the series’ 
  history. Individual titles in the series are listed 
  along with dates and brief notes detailing a basic 
  concept of the game and its impact. While this 
  sourcebook is certainly filled with a great deal of 
  information on the Legend of Zelda universe, the 
  best sources are the original (and current) games 
  themselves. 
  The Legend of Zelda - The original game in the 
  Legend of Zelda series made its debut on the 
  Nintendo Entertainment System in July of 1987. 
  The game was an instant classic, with innovative 
  game play, a deep and lengthy quest, and free-
  roaming style of exploration. 
  The Legend of Zelda: The Adventure of Link 
  – The sequel to the classic original, Link’s second 
  adventure was released in December of 1988. 
  Like the original, it was an instant smash hit. 
  This sequel introduced new elements to the 
  series, such as a side-scrolling format and some 
  
   
   
  17
  aspects of role-playing games, such as leveling 
  up, casting spells, and the acquisition of better 
  abilities through game advancement. Though 
  highly successful, this game has unfortunately 
  been criticized from time to time for its departure 
  from the game play precedent set by the original. 
  However, it remains a true classic, and ultimately 
  a worthy successor to the first game. 
  The Legend of Zelda: A Link to the Past – 
  Widely heralded as one of the best (if not the 
  best) games in the entire series, Link’s third 
  outing 
  erupted 
  onto 
  the 
  Super 
  Nintendo 
  Entertainment System in April of 1992. With 
  fresh 16-bit graphics, stereo music, and the 
  largest world yet seen in a Legend of Zelda title, 
  the game was an instant smash hit. It has 
  remained as one of the most sought after titles in 
  the series, even a decade after its release. Set in 
  the land of Hyrule for the third time, Link’s 
  adventure consisted of a deeper storyline than 
  ever before and introduced new elements of 
  game play while reverting to the game play style 
  of the first game.  
  The Legend of Zelda: Link’s Awakening – 
  Link’s first foray onto the Game Boy and fourth 
  title in the series was a truly landmark game. 
  Released in August of 1993, the game was the 
  first in the series to take place outside the 
  boundaries of Hyrule. Link’s Awakening took 
  place on Koholint Island, which invited 
  players 
  to 
  explore 
  an 
  entirely 
  new 
  landscape. The game was remarkably 
  similar to its 16-bit cousin in game play 
  and mechanics, and was a certifiable 
  hit. 
  The Legend of Zelda: Ocarina of 
  Time – Link’s gaming return to 
  Hyrule was heralded with more praise 
  and fanfare than nearly any other 
  game in history. Ocarina of Time 
  exploded onto the Nintendo 64 
  console in November of 1998. 
  The game was an instant 
  smash hit, and by far one of 
  the most popular and beloved 
  video 
  games of all time. Done in stunning 3-D, players 
  had the chance to fully explore the realm of 
  Hyrule to exacting detail. Day-to-night shifting, 
  new races, cultures, and more were only the 
  smallest portion of this game’s greatness. To this 
  day, the game is still one of the most critically 
  acclaimed games ever produced. In February of 
  2003, with the release of Legend of the Wind 
  Waker looming around the corner, Nintendo 
  released a special bonus edition of Ocarina of 
  Time, complete with the Master Quest edition as 
  well. The Master Quest revisited Ocarina of Time, 
  but modified the dungeons and puzzles of the 
  game to create an intensely challenging twist on 
  a familiar game. 
  The Legend of Zelda: Majora’s Mask – A 
  Nintendo 64 sequel to the insanely popular 
  Ocarina of Time, Majora’s Mask shared the 
  unique distinction of being set outside of Hyrule. 
  Following in the wake of Ocarina’s story, the 
  game was set in the land of Termina and 
  introduced players to new game play elements 
  and some of the deepest set of sub-quests and 
  secrets seen in a Legend of Zelda title. 
  The Legend of Zelda: Oracle of Ages & 
  Oracle of Seasons – Released simultaneously in 
  May of 2001 on the Game Boy Color, the Oracles 
  games are perhaps the most unique of the titles 
  in the series. While each is a completely separate 
  adventure 
  set 
  in 
  Labrynna 
  and 
  Holodrum 
  respectively, the games allowed players to link 
  Game Boy systems together to utilize various 
  features of the games. Also set outside 
  Hyrule, the games were immediate hits and 
  helped expand the Legend of Zelda universe 
  to include two new, richly detailed lands. 
  The Legend of Zelda: A Link to the Past 
  / The Four Swords – Released in 2002 on 
  the Game Boy Advance, this game takes us 
  back to the classic released on the Super 
  Nintendo System in 1992. Most of the 
  story and gameplay from the previous 
  version remained unchanged, yet both 
  graphics and sound were given an 
  extensive polish while retaining the 
  theme of the original. The second 
  game, the Four Swords, is the first 
  multiplayer Legend of Zelda 
  adventure, where the players 
  co-operate and compete in 
  semi-random environments to 
  make the game different every 
  time it is played. 
  The Legend of Zelda: Legend 
  of the Wind Waker – Legend 
  of the Wind Waker, perhaps the 
  most 
  controversial 
  Legend 
  of 
  Zelda title to ever release, met 
  with 
  outstanding 
  success 
  in 
  March of 2003.  Though a far cry from the once-
  expected realistic tone, the cel-shaded graphics, 
  spot-on gameplay, and colorful cast of characters 
  met with resounding critical success not to 
  mention peak sales.  Many critics and nay-sayers 
  of the game were quick to judge the game on the 
  virtue of its graphics alone, but after seeing the 
  cel-shaded Link in full motion (facial expressions 
  and all!), it was hard to convince even the most 
  die-hard disappointee that the game could be 
  anything but brilliant.  Legend of the Wind 
  Waker, 
  along 
  with 
  being 
  a 
  technological, 
  graphical, and gameplay high-point for the 
  series, also introduced a darker, more mature 
  storyline than had previously been in any other 
  Legend of Zelda game.  This, coupled with the 
  game’s introduction of a previously unexplored 
  
   
   
  18
   
  Entwined through destiny and time… 
  region, new races, and heavy mythology makes 
  Wind Waker an essential part of the Legend of 
  Zelda universe. 
  Legends Untold 
  The beauty of Legend of Zelda D20 is that it is 
  your campaign to mold as you see fit. The series’ 
  storyline has always pitted the character of Link 
  against the forces of evil. Whether facing the 
  undying evil of Ganon, or rescuing the Oracles 
  from certain doom, the major theme of good 
  versus evil has always been a major motivator 
  for the series in pushing forward. The Legend of 
  Zelda series has always revolved around the 
  triumph of good over evil, and the struggle to 
  attain a sense of safety and peace. Link’s battles 
  against Ganon have always resulted in the return 
  of peace to the land.   
  In Legend of Zelda D20, there is a wealth of 
  options available for you to utilize. You might 
  play as one of the various Links that have arisen 
  through the ages to fight evil. You might play as 
  Link through one of his many adventures facing 
  the forces of evil. You might even play as Link in 
  the future, facing yet-unrecorded trials and 
  dangers. 
  Yet, why limit yourself to playing as the series’ 
  hallmark character? Why not make your own 
  original character, and set forth to explore 
  Hyrule, Termina, or Koholint Island for yourself! 
  Your own adventuring party might explore the 
  ruins of Turtle Rock, plunge into the depths of 
  the Water Temple in Lake Hylia, or better yet, 
  explore new and completely unknown depths and 
  dangers. The point is, while it’s important to 
  maintain a sense of the setting continuity (thus, 
  happenings in the games and storylines affect 
  the world that the characters live it), it’s also 
  important to be able to branch out on your own.   
  If you are the player, this book gives you the 
  freedom to make your own hero of the lands. 
  Why settle for being second banana to the 
  
   
   
  19
  legendary Link? Other lands and dangers await, 
  and one hero is not enough to do everything at 
  once. If you are the Game Master, feel free to 
  expand on the Legend of Zelda continuity. Let 
  the players shape their characters into legendary 
  heroes (or the occasional villain). Reward them 
  justly for their actions, and allow them the 
  flexibility to create the kind of character they 
  want to play. You do not have any obligation to 
  follow the plots and stories of the games. In 
  addition, you are free to blaze the future trails of 
  the Legend of Zelda, and create stories that 
  move the storyline forward as far as you like! 
  In the end, this book is for you to use to create 
  the type of Legend of Zelda game you desire. It 
  is flexible enough to be used for almost anything 
  dealing with the Legend of Zelda universe, and 
  enough information has been included to allow 
  you to do whatever you wish. After all, it is your 
  game! Enjoy! 
  -Matt “Rooks” Blasi 
  Chair Person & Lead Game Mechanics 
  
   
   
  20
  Chapter 3 Tribes of the Land 
  The world of the Legend of Zelda has always 
  been filled with a myriad collection of races and 
  species, each radically different from one another 
  in appearance, outlook, and character.  When 
  creating your character for Legend of Zelda D20, 
  your first step is to choose a race.  Listed below 
  are the races available for play.  In addition to 
  these listed, consult Chapter 12: Dangers and 
  Daring for more information on more monstrous 
  or powerful races that your GM may allow you to 
  play as. 
  Deku 
  Taking their place amongst the other races of 
  Hyrule as merchants, diplomats, scholars, and 
  shaman, the Deku are not to be taken lightly.  
  With their ingenuity, ambition, and willingness to 
  take risks (even when said risks are less than 
  prudent) the Deku are quickly becoming a 
  prosperous people well known for their talent in 
  many areas of expertise. 
  Personality: Deku are a generally pragmatic 
  people known primarily for their stubborn and 
  obnoxious attitudes.  They don't get along well 
  with others most of the time and have been 
  known to be quite the cowards.  However, the 
  Deku are capable of forming lasting, nigh-
  unbreakable bonds with their companions and 
  are known to be steadfast allies once their trust 
  has been gained. 
  Physical Description: The Deku are a small 
  race, similar in stature to the Kokiri.  They range 
  in height from 2.5 to 3 feet tall and weight 
  anywhere from 10 to 25 lbs. Their stout bodies 
  are covered with rough skin which resembles the 
  bark of a tree.  Their faces tend to be round and 
  sport a short tube-like mouth which the Deku 
  uses to communicate and to spit seeds at 
  predators.  Sprouting from the Deku's head is a 
  growth of leaves and or flowers (in females) 
  which are used to absorb sunlight and provide 
  shade.  The Deku's feet are club-like, with no 
  toes being apparent, and are used to absorb 
  water and nutrients from the ground upon which 
  the Deku treads.  Deku's have no distinguishable 
  fingers, the thumb being the only separate 
  appendage on their hand.  Deku are known for 
  being particularly hardy and enduring. 
  Relations: Deku get along well with the Gorons, 
  Kokiri, and Rito, but are fairly neutral where the 
  other races are concerned.  However, Deku have 
  an almost unnatural hatred toward Moblins whom 
  
   
   
  21
  they call "Treedeath," a name given to them 
  during the years of the first incarnation of 
  Ganondorf in which many thousands of acres of 
  forest were burned by his Moblin hordes. 
  Focus: Most Deku tend to be of the Shadow 
  focus, not straying too far into the blinding light 
  or the obscuring dark.  Deku of the Shadow focus 
  tend to be pragmatic opportunists, looking out 
  for themselves most of the time and occasionally 
  pitching in where help is needed, provided that 
  there is some form of reward involved.  Deku of 
  the Light focus are generally benevolent and 
  caring individuals who use common sense and 
  good judgment to navigate their way through the 
  moral quandaries of life.  Deku of the Shadow 
  focus are not as rare as one would think, they 
  just choose to operate in the shadows.  Deku of 
  the Shadow focus are generally scheming, 
  ambitious individuals with no care as to who gets 
  hurt so long as they achieve their goal. 
  Deku Lands: The Deku hold no kingdoms of 
  their own, instead they wander all lands freely.  
  The Deku are generally too individualistic to band 
  together in large groups for very long.  Deku 
  tend to settle down in small villages of 20 to 70 
  individuals, most often in or around heavily 
  wooded areas.  They respect no border laws or 
  boundaries of any kind when deciding where to 
  settle, they just do what seems natural. 
  Religion: Deku are probably one of the most 
  religions and superstitious of all of the races of 
  Hyrule.  Every village has a shaman, usually a 
  magic user well-versed in Forest magic, who 
  hands down The Word.  The Word being ancient 
  stories of the goddesses of old.  The Deku 
  worship Farore almost exclusively, with followers 
  of Nayru being a minority and follows of Din 
  being all but unheard of.  In ages past, those 
  found to be worshipping Din ("The Firebringer") 
  were cast out into the wilds to fend for 
  themselves.  In recent ages this practice has 
  been curtailed and those found to be worshipping 
  Din are respected if not accepted.  Follows of 
  Nayru are welcome but are considered an oddity 
  at best. 
  Aspect: The Deku have a strong affinity for 
  Forest magic of all kinds, which make sense 
  considering their favored habitat and the fact 
  that they are, basically, plants.  Village shaman 
  practice 
  Forest 
  magic 
  almost 
  exclusively, 
  occasionally throwing in minor divinations from 
  Light and weather control spells from Water.  
  Predictably enough, Deku have an extremely 
  difficult time using Fire magic, although most 
  never even try.  This comes in part due to their 
  plant natures (plants burn, after all), and their 
  natural connection to Forest magic which is 
  primarily opposed by Fire magic. However, that 
  is not to say that Deku cannot use Fire magic at 
  all, 
  in 
  fact 
  one 
  of 
  the 
  most 
  noteworthy 
  Pyromancers of all times was a Deku. 
  Adventurers: Deku adventure for many reasons 
  but, more often than not, one thing drives their 
  wanderlust: Rupees.  Deku are most often 
  looking for a quick profit when they take up 
  adventuring, but not all adventure simply for 
  profit.  Some young Deku who are found to be 
  particularly restless and troublesome are sent out 
  into the world to learn a Life Lesson.  This Life 
  Lesson usually requires the Deku to travel, 
  experience the world, and grow into the person 
  they are meant to be.  Life Lessons typically last 
  2 to 5 years and are usually assigned when the 
  Deku turns 13 years of age. 
  Deku Racial Traits 
  • 
  +2 Constitution –2 Wisdom, -2 Charisma: 
  Deku scrubs are hardy and tough (it’s all 
  in the bark, not the bite), but they are not 
  the wisest sticks in the woods nor the 
  most charming. 
  • 
  Small: Dekus gain a +1 size bonus to 
  both Defense and on attack rolls and a +4 
  size bonus on Hide checks, but they must 
  use smaller weapons than medium-sized 
  creatures, and their lifting and carrying 
  limits 
  are 
  three-quarters 
  those 
  of 
  medium-sized creatures. 
  • 
  Deku base speed is 30 ft. 
  • 
  +1 racial bonus to Defense.  You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Fire Vulnerability (Ex):  Dekus take 
  double damage from fire-based attacks, 
  but no damage if an allowed save is 
  successful. 
  • 
  Half 
  Damage from 
  Piercing 
  (Ex): 
  Piercing weapons deal Dekus only half 
  damage (rounding up). 
  • 
  Limited Plant Immunities (Ex): Deku 
  are immune to poison, sleep, paralysis, 
  stunning, and polymorph spells and spell-
  like effects. They are not subject to critical 
  hits, but, unlike most plants, dekus are 
  vulnerable to mind-influencing effects and 
  are 
  also 
  considered 
  humanoids 
  for 
  purposes of such spells as charm person. 
  • 
  Low-light Vision (Ex):  Dekus can see 
  twice as far as normal in moonlight, 
  torchlight, candlelight and other similar 
  lighting conditions as normal. They retain 
  the ability to distinguish color and detail 
  under these conditions. 
  • 
  Seed Shot (Ex): Dekus have a natural 
  unarmed ranged attack that deals 1d3 
  subdual damage, and is considered a 
  thrown weapon with a range increment of 
  15 feet. Deku may only use this ability 
  three times per day. 
  • 
  Water Skipping (Ex): Dekus care very 
  little for deep water, but not as badly as 
  gorons do. In a pinch, they can actually 
  
   
   
  22
  skip across the surface of calm water for 
  short periods (their light weight helps). 
  Dekus can move across a liquid surface at 
  a rate of 10 feet per round while making a 
  Balance check for every 20 feet they go in 
  addition to the checks that must be made 
  if the deku executes a turn of ninety 
  degrees or more. The DC for the initial 20 
  feet is 10; it increases by 2 for every 
  additional 20 feet or 90-degree turn they 
  execute. Moving this way is a full-round 
  action. Failure means that the Deku falls 
  into the water (normal rules for swimming 
  and drowning apply). 
  • 
  -2 racial penalty on Swim checks on the 
  surface. On subsurface Swim checks, the 
  penalty is -4. When attempting to swim 
  upward, they receive a bonus of +2. 
  Dekus, with their wooden bodies, tend to 
  float and be awkward in the water unless 
  their task involves bobbing to the surface. 
  Ballast is recommended, but keep in mind 
  that dekus drown normally. 
  • 
  +4 racial bonus on Hide checks while in 
  wooded areas: A deku’s hide textures and 
  plant-like appearance help them blend in 
  to natural surroundings. 
  • 
  Automatic 
  Languages: 
  Deku 
  and 
  Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Drifter.  A multiclass 
  deku’s drifter class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Forest. 
  • 
  Opposed Aspect: Fire. 
  Gerudo 
  The gerudo are a long-lived, survivalist people 
  that often make their way on the fringes of 
  society, scraping by in life, often by means that 
  aren’t necessarily looked on kindly by the law. An 
  unusual trait of their race is the rarity of males. 
  Gerudo 
  are 
  commonly 
  found 
  as 
  thieves, 
  mercenaries, bandits, treasure hunters, and 
  explorers. 
  Personality: The gerudo have a tendency to 
  come across as haughty, arrogant, and proud. 
  Their self-assurance can take them far in some 
  cases, but it can just as easily be their downfall, 
  leading them to bite off more than they can chew 
  in a situation, or earning them the ire of others. 
  A pessimistic and cynical streak is also commonly 
  seen. Most gerudo have a marked distaste for 
  men of other races, thinking them to be weak or 
  condescending, inherited from wrongs done to 
  them long ago. They also highly value their 
  personal freedom, but sadly, this is often coupled 
  with an “every woman for herself” mindset. 
  Something they are also known for is their love 
  of horses, and every gerudo is familiar and 
  comfortable around them. 
  Physical Description: A gerudo’s pigmentation 
  is very distinctive, and usually gives her heritage 
  away instantly, along with her prominent nose 
  and beauty. Their hair is a flaming red or orange 
  (exceptions are exceedingly rare), and they tend 
  to have a lot of it. Even those who live far away 
  from the desert they came out of have inherited 
  a tan or brown skin tone. Warm eye colors--
  oranges, reds, and yellows--are commonplace. 
  Females tend to be built lithe and willowy, 
  standing between a few inches less than six feet 
  and sometimes close to seven feet tall, weighing 
  125 to a high of 200 pounds, often with a wiry 
  strength belied by their frame. The rare males 
  are large and hulking, their muscle more obvious 
  as they measure at least six feet and can easily 
  clear seven, weighing a bit more than females 
  but appearing to be much more than that. 
  Surprisingly, 
  considering 
  their 
  precarious 
  lifestyle, the gerudo also possess quite a long life 
  span, reaching maturity at 25 and commonly 
  living to be 120 years old. 
  Relations: With their habit of being isolationists 
  and more than a little paranoid, the gerudo have 
  a hard time getting along with members of other 
  races. Their reputation as thieves, the difficulty 
  they have fitting in with most cultures, and the 
  history of their race make them targets of 
  suspicion when something ill happens. 
  Focus: 
  Overwhelmingly, 
  with 
  their 
  often-
  pessimistic outlook on life and grey morals, the 
  gerudo go in for the shadow focus with a leaning 
  toward the dark. They see little to gain from 
  helping strangers with their problems, having 
  plenty of their own to deal with, and more active 
  perpetrating of evil is a risk most would rather 
  not take. 
  Gerudo Lands: The gerudo originally came out 
  of the desert near Hyrule that carries their name. 
  It was their inhospitable home for many long 
  generations, until they met a serious downfall 
  with the defeat of Ganondorf. Most remain in the 
  desert, scraping by in life as best they can, but 
  many have migrated elsewhere in search of 
  greener pastures. Most of them are no better off, 
  however, and still get by through raiding and 
  thievery, living like scavenging wolfos on the 
  edge of society, always ducking the arm of the 
  law. 
  Religion: The gerudo are rarely very religiously 
  observant, having their survival to worry about 
  instead. They identify the most with Din, 
  Goddess of Power, through their frequent use of 
  strength and deceit to get by in life. Farore 
  comes in second, as displays of courage in arms, 
  however selfishly motivated they may be, are 
  frequent from them. A gerudo might breathe a 
  prayer to either just before setting forth on a raid 
  
   
   
  23
  or breaking into a house, but organized religion 
  is unheard of. 
  Aspect: With frequent reliance on subterfuge 
  and dishonesty, using Shadow magic comes 
  easily to the gerudo. However, they rarely have 
  use for its more necromantic aspects. Its 
  antithesis, Light, is alien to them. 
  Adventurers: Gerudo have little difficulty taking 
  up the life of an adventurer, since danger of 
  being caught while on a raid or fighting off desert 
  predators are what most have grown up and 
  spent their whole lives around. The monetary 
  benefits of adventuring are not lost on them, and 
  the search for wealth is usually the strongest 
  motivator. With their reputation of only looking 
  out for number one, few gerudo feel the need to 
  adventure out for moral reasons. 
  Gerudo Racial Traits 
  • 
  +2 Dexterity, -2 Wisdom: Gerudo are 
  very agile, yet overconfident, and haughty 
  at times. 
  • 
  Medium-size: As medium-size creatures, 
  gerudo 
  do 
  not 
  have 
  any 
  special 
  advantages or disadvantages for their 
  size. 
  • 
  Gerudo base speed is 30 ft. 
  • 
  +3 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  +2 racial bonus on Climb, Jump and Move 
  Silently checks: Gerudo tend to live in 
  precarious places, like a rocky coast or 
  the edge of the desert. 
  • 
  +2 racial bonus on Ride checks: The 
  gerudo are a people who prize horses and 
  excel in mounted combat. 
  • 
  +2 racial bonus on Survival checks made 
  in desert climes: Gerudo are used to 
  dealing with the blazing heat and arid 
  conditions of their native homelands. 
  • 
  Weapon Familiarity: Gerudo receive the 
  Martial 
  Weapon 
  Proficiency 
  feat 
  in 
  shortbow, longbow, composite longbow, 
  and composite shortbow.  Skill in bows is 
  an 
  essential 
  part 
  of 
  every 
  gerudo’s 
  upbringing. 
  • 
  Sparse Consumption (Ex): Gerudo can 
  survive on 1/4 the amount of the food and 
  water any other non-desert-dwelling race 
  needs on a daily basis. 
  • 
  Automatic 
  Languages: 
  Gerudo 
  and 
  Hylian.  
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Drifter.  A multiclass 
  gerudo’s drifter class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Shadow. 
  • 
  Opposed Aspect: Light. 
  Gorons 
  Stout, loyal, and merry, but slow and clumsy, 
  gorons 
  are 
  a 
  people 
  that 
  bear 
  a 
  great 
  resemblance to boulders, when curled up and 
  unmoving. They are also renowned for their skill 
  at mining, taste for rocks, invention of the bomb, 
  and love of light-hearted games. 
  Personality: A smile will most likely be found on 
  the face of a goron at any given time, whether he 
  is dancing, drumming, eating, or even just curled 
  up and thinking. They love to laugh, share 
  stories, and make many friends. One of the only 
  things they have a dislike for is deep water, due 
  to their inability to swim. Kindness, generosity, 
  honesty, and happiness are values esteemed by 
  this 
  stone-eating 
  race. 
  Warriors 
  and 
  the 
  physically fit receive high regard from gorons, as 
  does anyone who can spin a good yarn. They are 
  also quite skilled with their hands. A goron’s 
  demeanor is often surprising to strangers, 
  sometimes giving the impression that gorons are 
  merely potbellied pushovers. This is a dangerous 
  assumption, for a goron’s easy smile and dense 
  body hides the heart of a courageous warrior. 
  Their games and dances are descended from 
  martial tests of strength, endurance, and agility 
  (admittedly, gorons can be quite clumsy). Still, 
  gorons love life, and would much rather have 
  hostiles join in their dances than fight. 
  Physical Description: At first glance, most 
  gorons seems to be androgynous, the main 
  difference between genders being their size. 
  Males are usually a few inches taller than 
  females, but much heavier. Males stand at 
  slightly over 6 feet and females slightly under, 
  and weigh between 220-300 and 170-250 
  pounds, 
  respectively. 
  Most 
  have 
  a 
  very 
  noticeable potbelly and stocky limbs. They 
  mature slowly (adulthood is considered to be at 
  25 years) and live long, with many coming close 
  to 200 years. Almost universally, their eyes are a 
  shiny, solid black, and differentiating between 
  their pupil, iris, and corona is all but impossible. 
  The skins of their front, legs, arms, and faces are 
  dark tans and deep browns, with thicker, rough-
  textured, lighter-colored hide on their backs. The 
  ratio between gorons who do and do not grow 
  hair is roughly 1:1, but the colors of those that 
  do usually range from light yellow to white. 
  Normally, soon after he is born, each of a goron’s 
  upper arms is tattooed with the symbol of his 
  personal clan. 
  Relations: Gorons love strangers of all races, 
  especially if they have stories, games, and 
  dances (and maybe exotic edible stones) to 
  share. In their opinion, if a stranger does not 
  share their sense of fun, that is a shame. 
  Blatantly evil folk and monsters, however, rouse 
  their ire and fighting spirit. 
  
   
   
  24
  Focus: With their merry spirits and generosity, 
  most gorons easily fall into the light focus. Other 
  beings are welcomed, highly respected, and 
  invited to festivals along with any friends they 
  care to bring. Gorons of the shadow, and 
  especially the dark, are very rare indeed. 
  Goron Lands: The ancestral home of the gorons 
  is 
  Death 
  Mountain 
  in 
  Hyrule. 
  However, 
  circumstances forced them to flee it, and most 
  have not returned. Wherever they go, gorons 
  prefer to make their homes in mountains, the 
  rougher they are, and more marble they contain, 
  the better, to make gathering food easiest. Warm 
  places such as volcanic vents and hot springs are 
  also a favorite. Their communities can be found 
  along cliffs and in wending cavern complexes, 
  usually at high elevations. 
  Religion: With the respect they pay to strength 
  (and their familiarity with fire) most gorons 
  choose to worship Din foremost among the 
  Goddesses. 
  Among 
  some 
  clans 
  of 
  gorons, 
  though, it is far from unheard of for Nayru or 
  Farore to be paid more or equal reverence. 
  Aspect: Spending so much time around sources 
  of heat, and emerging from a volcano during a 
  fierce eruption, gorons find Fire magic, by far, to 
  be the easiest to grasp. It is a bit like a goron--
  straightforward, candid, and rarely subtle. When 
  it comes to Water magic, however, they are a 
  loss. The intricate weave and focus of it are too 
  flowing, and gorons can easily feel themselves 
  drowning in it when they try to wield it. 
  Adventurers: Although most gorons would 
  prefer to stay at home and have a good time, 
  adventurers are common among them. When 
  they want new stories to tell, they frequently go 
  looking for experiences that would make a good 
  tale. Injustices can also easily stir them to action, 
  but gorons with wide vengeful streaks are 
  uncommon. They may also look at adventures as 
  a way to test or show off their strength. 
  However, over all, most gorons undertake their 
  travels with a light heart. 
  Goron Racial Traits 
  • 
  +2 Con, -2 Dex.  Gorons are tough and 
  rugged, but not very fast or agile. 
  • 
  Medium-size: As medium-size creatures, 
  gorons 
  do 
  not 
  have 
  any 
  special 
  advantages or disadvantages for their 
  size. 
  • 
  Goron base speed is 15 ft. Gorons can run 
  up to only triple speed; however, when 
  wearing medium armor or carrying a 
  medium 
  load, 
  the 
  goron’s 
  speed 
  is 
  unchanged. While in heavy armor or 
  toting a heavy load, the goron’s speed is 
  cut to 10 feet, but running is still at triple 
  speed. All armor check penalties apply 
  normally. 
  • 
  +1 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Darkvision: Gorons can see in the dark 
  up to 60 ft normally except vision is black 
  and white only. 
  • 
  Natural Armor: Gorons have thick skin 
  and hefty builds, granting them damage 
  reduction of 1/ -. 
  • 
  Curl-and-Roll (Ex): Gorons have the 
  unique ability to curl up into a tight ball. 
  When curled like this, a goron can roll as 
  an alternate form of mobility to walking or 
  running. Gorons also curl up in this 
  manner when sleeping or thinking. A 
  goron may roll over level ground at his 
  base speed, and can go dramatically 
  faster downhill. He begins rolling down 
  the slope at his base speed on the first 
  round of movement. Every round of 
  rolling after the first, the goron adds his 
  base speed again to his total speed, up to 
  maximum of one-half his total weight. 
  Attempting to roll uphill will halve the 
  goron’s speed, each round that he rolls, 
  down to 10 feet (at which speed he can 
  continue to roll uphill for as long as he 
  likes). Take for example a goron who 
  weighs 280 pounds and whose base speed 
  is 15 feet. He rolls down a hill for four 
  rounds. His speed for that fourth round 
  will be 60 feet, and he will continue to 
  increase in speed (15 feet per round) as 
  long as he is rolling downhill, until he 
  reaches 140 (half his weight in pounds). 
  Rolling 
  in 
  this 
  manner 
  through 
  the 
  threatened areas of other characters does 
  not provoke an attack of opportunity. A 
  goron may make charge attacks against 
  opponents in his path at the normal +2 
  bonus. This attack is considered an 
  overrun action. He may forgo the overrun 
  option and simply consider the attack a 
  bull rush, but doing so forces him to stop 
  the roll upon impact with the enemy, or 
  automatically fail the charge. Gorons 
  entering threat ranges while curl-and-
  rolling do not provoke an attack of 
  opportunity. 
  However, 
  ending 
  and 
  recovering out of a curl-and-roll provokes 
  an attack of opportunity for the goron. 
  Any creatures or objects caught in the 
  path of the rolling goron may receive 
  damage depending on the speed the 
  Table 3-1: Curl-and-Roll Damage 
  Distance Traveled 
  Damage 
  60 ft. 
  1d4 + 1 per 50 lbs. 
  90 ft. 
  2d4 + 1 per 50 lbs. 
  120 ft. 
  3d4 + 1 per 50 lbs. 
  150 ft. 
  4d4 + 1 per 50 lbs. 
  180 ft. 
  5d4 + 1 per 50 lbs. 
  
   
   
  25
  goron 
  has 
  achieved, 
  and 
  more 
  importantly, the distance and momentum 
  the goron has built up. To determine 
  damage the goron does when rolling, 
  consult the Curl-and-Roll Damage table 
  below. After rolling down a slope for 60 
  feet, the goron does the damage listed 
  (1d4). He adds +1 to damage for every 
  50 pounds of his weight, including that of 
  any gear he may be carrying. Longer 
  travel distances result in more damage. 
  However, beyond 180 feet, the damage is 
  fixed at the value shown. The goron must 
  actually roll downhill for the full distance 
  listed to do the appropriate damage. For 
  example, a goron who rolls down a slope 
  for 100 feet (more than 90 but less than 
  120) could crash into a creature and deal 
  it the listed damage of 2d4 +1 per 50 lbs. 
  A goron deals appropriate damage to any 
  creature he hits while rolling on the slope. 
  If the slope he is rolling down levels out, 
  he can maintain his accumulated speed 
  and deals appropriate damage, until he 
  slows from beginning to go uphill or 
  voluntarily ceases his roll. He may exit the 
  roll 
  at 
  any 
  time 
  on 
  his 
  initiative, 
  regardless of his speed, but doing so is 
  full-round action that provokes an attack 
  of 
  opportunity 
  from 
  any 
  threatening 
  character. Unless he is traveling at 60 feet 
  per round or more from previous rolling, a 
  goron cannot deal damage while rolling 
  along on level ground or uphill. 
  • 
  Mineralvore: Gorons eat rocks, getting 
  the most nutrition from marble, although 
  its rarity is not to be discounted. They 
  mostly get by on granite and feldspar, 
  which provide them with most of their 
  needed 
  nutrients. 
  Quartz 
  and 
  other 
  crystals are like candy to them; rocks that 
  are more common are about as nutritious 
  as a common or poor meal for a 
  humanoid. 
  • 
  Gorons have a severe instinctual aversion 
  to water and suffer a -4 racial penalty to 
  all Swim checks. 
  • 
  Stonecunning (Ex): Gorons receive a +2 
  racial bonus to checks to notice unusual 
  stonework. Something that is not stone 
  but is disguised as stone also counts as 
  unusual stonework. A goron who merely 
  comes within 10 ft of unusual stonework 
  can make a check as though actively 
  searching and can use Search to find 
  stone traps as a rogue can.  A goron can 
  also 
  sense 
  depth, 
  sensing 
  the 
  approximate 
  distance 
  underground 
  as 
  naturally as sensing which way is up. 
  • 
  +4 racial bonus on Hide checks while in 
  mountainous and rocky terrain: Gorons 
  are afforded some amount of natural 
  camouflage due to coloration and skin 
  texture. 
  • 
  Automatic 
  Languages: 
  Goron 
  and 
  Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Warrior.  A multiclass 
  goron’s warrior class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Fire 
  • 
  Opposed Aspect: Water 
  Hylians 
  The Hylians are the native race of the land of 
  Hyrule (the inhabitants of which are called 
  Hyrulians). 
  Legend 
  has 
  it 
  that 
  the 
  three 
  goddesses bestowed upon the ancient Hylians 
  the power to hear their words. Present-day 
  Hylians point to this as an explanation of their 
  pointed ears and connection to the Triforce. 
  Personality: 
  Hylians 
  as 
  a 
  people 
  value 
  knowledge and studious, but that doesn’t mean 
  there aren’t more than a few black sheep. 
  Hylians can be found about working on all sorts 
  of projects from carpentry to farming and 
  possessing of all sorts of knowledge from sword 
  techniques to local history. Hylian culture reflects 
  this diversity. 
  Physical Description: Hylians stand about 5 to 
  6 feet high with skin varying shades of tan, 
  peach, and brown and nearly any color hair. All 
  Hylians have long ears that point at the end. 
  Relations: Hylians are every other tribe’s next-
  door 
  neighbor, 
  and, 
  as 
  a 
  result, 
  mostly 
  everybody deals with them. In the time of a 
  flooded Hyrule, Gorons and Rito worked very 
  much together with Hylians as merchants and 
  communicators, and in the land of Termina, 
  Zora, Gorons, and especially Deku were not 
  uncommon sights in Hylian towns. 
  Hylian Lands: Hylians may be found just about 
  any place there is breathable air and water. 
  Termina, 
  Hyrule, 
  Labrynna, 
  Holodrum, 
  and 
  Koholint Isle are a few places they inhabit. 
  Languages: Hylians speak Hylian, but ancient 
  spirits may speak and old manuscripts may be 
  written in ancient Hylian, incomprehensible to 
  most people, who don’t know a word. 
  Characters: Link, Princess Zelda, Malon, the 
  Happy 
  Mask 
  salesman, 
  Anju, 
  Kafei, 
  and 
  Sahasrahla are a few famous Hylians from the 
  Legend of Zelda games. 
  Adventurers: Hylians can be anything from 
  warriors 
  to 
  wizzrobes, 
  their 
  varying 
  circumstances warranting varying portfolios. 
  
   
   
  26
  Hylian Racial Traits 
  • 
  Medium-size: As medium-size creatures, 
  hylians 
  do 
  not 
  have 
  any 
  special 
  advantages or disadvantages for their 
  size. 
  • 
  Hylian base Speed is 30 ft. 
  • 
  +2 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Low-light Vision: Hylians can see twice 
  as far as normal in moonlight, torchlight, 
  candlelight and other similar lighting 
  conditions as normal. They retain the 
  ability to distinguish color and detail under 
  these conditions. 
  • 
  4 extra skill points at 1st level and 1 
  additional skill point per level: Hylians are 
  extremely versatile and capable. 
  • 
  +1 luck bonus on all saving throws: 
  Hylians seem inherently blessed with good 
  fortune. 
  • 
  +2 racial bonus to Listen and Spot 
  checks: Hylians have keen eyes and ears 
  and are almost supernaturally attuned to 
  danger. 
  • 
  Automatic Languages: Hylian 
  • 
  Favored Class: Any. A multiclass hylian’s 
  highest 
  class 
  does 
  not 
  count 
  when 
  determining if the character takes an 
  experience point penalty (see the Player’s 
  Handbook, page 60 for multiclassing). 
  • 
  Favored Aspect: Any 
  • 
  Opposed Aspect: Any 
  Kokiri 
  Secreted within the depths of the forests, the 
  isolationist Kokiri are rarely seen.  Mere myth to 
  most, the Kokiri have served the will of the Great 
  Deku Tree and other spirits of the earth for 
  millennia and, with any luck, will continue to do 
  so for many millennia to come.  Child-like and 
  innocent but courageous in tight spots, the Kokiri 
  are slow to trust outsiders but are loyal to the 
  bitter end. 
  Personality: The Kokiri are child-like in more 
  than just physical appearance.  Kokiri tend to be 
  optimistic, curious, and a bit mischievous.  They 
  tend to by shy around non-Kokiri, until they get 
  to know them, but are steadfast friends.  Kokiri, 
  due to their isolationist natures, also possess 
  near child-like innocence (though there are 
  exceptions).  Endowed with an innate sense of 
  right and wrong, there are rarely any 'bad apples' 
  amongst the Kokiri. 
  Physical Appearance: Much like the Deku, the 
  Kokiri are a small race.  Kokiri generally grow to 
  be about the same height as Hylian children, with 
  little difference between the height of females 
  and males.  Many people mistake Kokiri for 
  Hylian children, as the two groups look very 
  similar.  Kokiri, while within any forest that they 
  have formed an affinity with, do not age.  Kokiri 
  may have any physical traits (hair, eye color) 
  that Hylians have but some individuals are known 
  to display a trait not seen amongst the Hylians, 
  emerald green hair.  Kokiri are not known for 
  being the toughest, or the strongest race out 
  there but they are well known for their great 
  agility and speed.  Little is known of how the 
  Kokiri are born or what sort of lives they lead, 
  but most appear to be Hylian children around 10-
  12 years of age.  Some speculate that the Kokiri 
  are born directly from the great spirits of the 
  earth, while others insist that they are born like 
  Hylians and simply stop aging after a while!  It's 
  just one more mystery about the Kokiri that 
  might never be solved. 
  Relations: The Kokiri are an isolationist people, 
  they rarely have dealings with outsiders.  It's not 
  that they are afraid of outsiders (though most 
  are cautious around them) or that they hate 
  them (hatred is nearly an alien emotion to most 
  Kokiri).  Simply put, outsiders rarely venture into 
  the deep forests where the Kokiri make their 
  homes.  The Kokiri try to approach outsiders with 
  an open mind, but have some prejudices.  Kokiri 
  are generally friendly toward Deku, Hylians, Rito, 
  and Subrosians.  The Kokiri feel some kinship to 
  the Goron, as both are creatures of the earth, 
  but while Kokiri are creatures of the living earth 
  Gorons are also creatures of Fire.  Thus the 
  Kokiri tend to keep the Goron at arms length 
  more often than not, neither trusting nor 
  distrusting them on sight.  The Gerudo and Kokiri 
  have rarely had contact with one another over 
  the millennia.  One of the few times was when 
  Ganondorf Dragmire cursed the original Great 
  Deku Tree, eventually killing the powerful spirit 
  of the earth.  Though the Gerudo have not done 
  violence to the Kokiri since the Kokiri are cool 
  toward them.  The Kokiri have had almost no 
  contact with the Tokay, and as such judge them 
  on a case-by-case basis.  Kokiri, like most other 
  races, mistrust and fear Moblins.  Moblins have 
  been known to raid Kokiri villages and show no 
  mercy.  The Kokiri show them no mercy in kind. 
  The Kokiri have a very powerful connection to a 
  race not normally seen but always present, the 
  Faeries.  Kokiri and Faerie have lived together for 
  time out of mind in a sort of symbiotic 
  relationship. 
   
  Every 
  Kokiri 
  has 
  a 
  Faerie 
  companion from the moment they are born to 
  the moment they die.  How this companion is 
  chosen or for what reason is not known. 
  Focus: Kokiri are almost exclusively of the Light 
  focus.  They are servants of the great spirits of 
  the earth and work toward harmony and peace in 
  all things.  Some Kokiri take a more standoffish 
  approach to life though, the Shadow focus being 
  the second most common among the Kokiri.  
  Very few Kokiri are of the Dark focus.  Those 
  Kokiri who are of the Dark focus are amongst the 
  
   
   
  27
  vilest creatures alive.  Children are, after all, the 
  cruelest creatures. 
  Kokiri Lands: The Kokiri have no recognized 
  lands, for they make their homes deep within the 
  boundaries of the forests of the world, rarely 
  venturing outside (being outside of the forest too 
  long causes their bodies to begin to age).  Kokiri 
  often live within established lands for millennia 
  without being noticed.  Kokiri communities tend 
  to be small, containing anywhere from 30 to 120 
  individuals.  Said communities are usually run by 
  a Mayor (who is often self-appointed), but have 
  no real structure.  The Kokiri know right from 
  wrong and rarely need guidance (that's what 
  their Faerie companion is for).  They live simply 
  and 
  peacefully 
  most 
  of 
  the 
  time, 
  rarely 
  brandishing a weapon for anything more violent 
  than hunting (an infrequent event).  When 
  roused, though, Kokiri can be exceedingly fierce 
  and are deadly accurate with slingshots and 
  bows. 
  Religion: Kokiri, in general, don't practice any 
  religion per se.  They are servants of the great 
  spirits of the earth, which could be called a form 
  of religion.  Those Kokiri who have ventured 
  outside their forests sometimes pick up a 
  religion.  Most take to worshipping Farore or 
  Nayru, but some worship Din.  The Kokiri take 
  the word of the great earth spirits as law, rarely 
  disobeying them.  For a very long time one 
  particular community of Kokiri were convinced 
  that they would drop dead if they stepped into 
  the outside world, because the spirit they served 
  told them that only death lay beyond the forest 
  (this was during the War of Power, so it was 
  accurate enough at the time). 
  Aspect: The Kokiri are intrinsically connected 
  with the forest, some believe that without them 
  the forests of the world would cease to be.  As 
  such, all Kokiri are talented in the use of Forest 
  magic.  Forest magic comes naturally to them, 
  and those that don't become Wilderfolk often 
  take up the mantle of Wizzrobe.  Kokiri have an 
  exceedingly difficult time using Shadow magic, 
  some scholars attribute this to their child-like 
  innocence.  Even those that do have some skill 
  with Shadow magic are loathe to use it, as it 
  usually leaves a bad taste in their mouths.  Kokiri 
  are also loathe to use Fire magic, but have no 
  real trouble doing so.  They shun its use for more 
  practical reasons i.e. they live in forests and 
  don't want them to burn down around their ears. 
  Adventurers: The Kokiri adventure for many 
  reasons, but most often at the behest of the 
  spirit they serve.  Few, if any, adventure for 
  riches as Kokiri rarely have any sense of material 
  worth.  Ambition isn't a common trait in Kokiri 
  (and those that exhibit it tend to end up as the 
  Mayor of a community) making adventuring for 
  the acquisition of power rare.  Some Kokiri have 
  personal reasons to adventure.  A legendary 
  Kokiri wilderfolk is said to have adventured to 
  avenge the death of his entire community at the 
  hands of Moblins.  Kokiri have also been known 
  to develop a love for adventure after they get 
  over their initial mistrust of the outside world.   
  Kokiri Racial Traits 
  • 
  +4 Dexterity, +2 Wisdom, -2 Strength, -2 
  Constitution; Kokiri are extremely quick 
  and skilled with their hands, but have 
  delicate frames and constitutions. 
  • 
  Small: Kokiri gain a +1 size bonus to 
  both Defense and attack rolls, and a +4 
  size bonus on Hide checks, but they must 
  use smaller weapons than medium-sized 
  creatures, and their lifting and carrying 
  limits 
  are 
  three-quarters 
  those 
  of 
  medium-sized creatures. 
  • 
  Kokiri base speed is 20 ft. 
  • 
  +2 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Ageless: When kokiri take up residency 
  in a forest, they become one with the 
  land. Empathically and emotionally, they 
  link their very life essences to the forest 
  around them. Doing so requires that a 
  kokiri willingly create an active bond with 
  the forest. This can be done in two 
  different ways. First, the kokiri must dwell 
  within the forest's depths for a period of 3 
  years, 
  during 
  which 
  time 
  he 
  ages 
  normally. After three years of dwelling 
  within the chosen woods, the kokiri is 
  agelessly bound to it. Thereafter, the 
  kokiri ceases aging when he reaches his 
  adult age. Alternately, a kokiri born into a 
  forest is empathically bonded to it and 
  ages only to maturity. If a kokiri leaves 
  the forest he is bonded to he begins to 
  age regularly. This aging stops again if 
  the kokiri returns to his bonded forest. A 
  bonded forest is defined as any body of 
  woods both large enough to support the 
  kokiri in natural and essential resources 
  (food, water, shelter, etc) and covers at 
  least 3 miles of land. The bonded forest 
  can be no larger than 10 miles in land 
  coverage, insuring that kokiri settlements 
  remain small and somewhat secluded. 
  Additionally, if the bonded forest borders 
  other forests, the 10 mile limit applies to 
  what is bonded and what is not. Thus a 
  kokiri, traveling outside his bonded 10 
  miles into an adjacent forest without any 
  terrain lapse still begins to age until he 
  returns to his bonded land. 
  • 
  Every kokiri automatically starts with the 
  Attunement feat (for Fairy companion) 
  • 
  Low-light Vision: Kokiri can see twice as 
  far as normal in moonlight, torchlight, 
  
   
   
  28
  candlelight and other similar lighting 
  conditions as normal. They retain the 
  ability to distinguish color and detail under 
  these conditions. 
  • 
  +2 racial bonus on Move Silently, Listen, 
  and Spot checks: Kokiri are a lithe, 
  stealthy folk with keen senses heightened 
  by their wilderness habitats. 
  • 
  +4 racial bonus to saves versus charms 
  and sleep-like effects: Kokiri are resistant 
  to the chicanery of some types of magic. 
  • 
  +2 racial bonus on Survival checks: 
  Through habitation in the wild, Kokiri are 
  attuned to the ways of the wilds. 
  • 
  Weapon Familiarity: Kokiri receive the 
  Simple Weapon Proficiency feat in sling, 
  dagger, and shortspear. 
  • 
  Automatic 
  Languages: 
  Kokiri 
  and 
  Hylian.  
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Wilderfolk.  A multiclass 
  kokiri’s wilderfolk class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Forest. 
  • 
  Opposed Aspect: Shadow. 
  Moblins 
  Robbers, bandits, and scoundrels to the core, 
  most moblins make a living by plundering, 
  pillaging, and killing. Usually they form small 
  bands in the wilderness and prey upon anything 
  they can - including other bandit bands. Rivalry 
  between bands is intense and violent, but the 
  moblins that make up individual bands are 
  fiercely loyal to each other and the band as a 
  whole. Betrayal, of course, is rewarded with slow 
  and messy death. 
  Ganon made heavy use of them as grunts in his 
  forces, bringing bands by the dozen from the 
  Dark World, where their anarchy ruled supreme 
  and they numbered greatly, to Hyrule. Their 
  physical prowess and endurance are considerably 
  greater than that of the average humanoid. Fear 
  of Ganon’s wrath was the only thing that could 
  integrate the various bands that made up the evil 
  king’s forces - plunder from a sundered Hyrule 
  was only a side benefit to keeping their heads. 
  Even then, infighting occurred and the dissenters 
  were summarily slain. The King of Evil did not 
  mind; he had quantity in spades. Link’s blade 
  hewed scores of them in the course of his career. 
  Occasionally, moblins will be born that are, for 
  lack of a better word, runts. Not as strong, big, 
  or tough as garden-variety moblins, they are 
  quicker and possess more intellect but lack 
  common sense. Often they are cast out of the 
  group they are born into for being “useless”. 
  Occasionally, such as when they demonstrate 
  sorcerous 
  talent 
  (often 
  shown 
  by 
  unusual 
  coloration in their coats), or a knack for stealth, 
  they are integrated and go a small way in 
  rounding out the thug ambush tactics that 
  mainstream Moblins demonstrate. About five in 
  every hundred Moblins are runts. 
  The average moblin stands only a little shorter 
  than a zora and weighs about slightly more than 
  a hylian. Runts are often around five-feet, nine 
  inches and weigh twenty to thirty pounds more 
  than a hylian. They have coats of short, coarse, 
  blue-black hair covering their bodies, dog-like 
  jowls on their broad faces, and floppy ears set 
  high on the sides of their heads. 
  Moblin Racial Traits 
  • 
  +2 Strength, -2 Intelligence, -2 Wisdom, -
  2 Charisma: Moblins are strong but not 
  known for great intellect, cunning, or 
  strong personalities. 
  • 
  Medium size: As medium-size creatures, 
  moblins 
  do 
  not 
  have 
  any 
  special 
  advantages or disadvantages for their 
  size. 
  • 
  Moblin base speed is 30 ft. 
  • 
  +1 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Low-light Vision: Moblins can see twice 
  as far as normal in moonlight, torchlight, 
  candlelight and other similar lighting 
  conditions as normal. They retain the 
  ability to distinguish color and detail under 
  these conditions. 
  • 
  +2 racial bonus on Hide and Move Silently 
  checks: While not especially agile or 
  careful, moblins are skilled hunters and 
  understand the prudence of stealth in 
  ambush. 
  • 
  +2 racial bonus to all Fortitude saves: 
  Moblins drink heavily and bond with each 
  other through tests of endurance when 
  they are not fighting. 
  • 
  Automatic 
  Languages: 
  Moblin 
  and 
  Hylian.  
  • 
  Bonus Languages: Any. 
  • 
  Favored class: Warrior.  A multiclass 
  moblin’s warrior class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Shadow. 
  • 
  Opposed Aspect: Water. 
  Rito 
  While zora rule the waters, and gorons dwell 
  deep in the depths of the earth, the rito rule the 
  skies. The rito are an avian race of people, born 
  possessing the inherent gift of flight and a grace 
  in the air to equal a zora’s in the water. Dwelling 
  
   
   
  29
  in aviaries across the Great Sea and lands 
  beyond, 
  the 
  rito 
  are 
  a 
  hard-working 
  and 
  ambitious 
  folk. 
  They 
  alone 
  created 
  and 
  maintained 
  the 
  postal 
  system 
  that 
  allows 
  correspondence between the islands of the Great 
  Sea, and are known to be a kind, caring and 
  honorable tribe. Amongst the islands of the Great 
  Sea and other lands beyond, the rito have earned 
  a great deal of respect for their sense of honor, 
  loyalty, and dedication. 
  Personality: The rito have a strict sense of 
  honor that guides their life. To the rito, honor 
  means a great deal, and their sense of honor 
  dictates much of their personality. Most rito are 
  honest to a fault. They cannot stand dishonesty 
  in others and tolerate even less in their own kind. 
  Their honest natures have a tendency to make 
  them seem blunt and crude at times, but it is 
  only through a will to express nothing but the 
  truth. The rito take their sense of honor to the 
  point of seeming stern and set in their ways. 
  Realistically, however, the rito love leisure just as 
  much as the bawdiest gerudo, though they 
  seldom give in to excesses easily. For most rito, 
  a life led through hard work, loyalty to a cause 
  and dedication to tasks is the ideal life, and those 
  who achieve such lifestyles are praised and 
  rewarded with increased status amongst their 
  peers. The rito are a very tightly knit tribe, 
  preferring to form aviaries with several clans. At 
  times, multi-clan marriage produces a new clan 
  for the aviary, which may eventually become too 
  small for all the occupants, forcing the newer 
  clans to disembark and find their new aviary 
  elsewhere. In addition, the rito are a kind folk, 
  dedicated to helping those in need and honoring 
  agreements no matter the cost. Indeed, many 
  tales abound from the Great Sea of shipwrecked 
  sailors 
  who 
  survive 
  only 
  because 
  of 
  the 
  intervention of lone rito’s offer of assistance. The 
  rito sense of honor and justice, mingled with 
  their strict adherence to the truth in all matters is 
  the catalyst behind almost all rito motivations. As 
  such, they are absolute sticklers for paying debts 
  in full, balancing favors and acts of kindness, and 
  righting wrongs in personal and non-personal 
  situations. 
  Physical Description: Rito are a tall folk, 
  standing an average of 5 to 6 feet tall. There is 
  almost no difference between the weight of 
  males and females, as they tend to be equal in 
  height. A rito’s body is covered in short, neat 
  feathers with thick plumes on their tails and 
  underarms where their wings are located. Their 
  faces are narrow and slightly front-sloped and 
  hawkish; though remarkably flat for a bird-like 
  race. Their slanted eyes are sharp and somewhat 
  resembling a hylian’s. A small, slightly hooked 
  beak rests in the middle of their faces. The beaks 
  is sharp enough for use in tearing and eating 
  food, but also soft enough to not greatly impair 
  speech, allowing rito to talk in nearly any 
  language they know without problem. Their 
  hands are soft and slender, covered in tiny, 
  delicate feathers and their legs from the knee 
  down are covered in tough hide with their feet 
  resembling the splay-toed foot of many birds of 
  prey. Their knees are forward bending, allowing 
  them the same type of maneuverability as most 
  other bipedal races. Rito males tend to have 
  slightly darker colorations and broader shoulders 
  and faces while females have thicker wing and 
  tail plumes. Both sexes dress often in short, 
  knee-high breeches tightly banded at the knee, 
  tabards marking their clan or aviary (or job 
  position if they work as post deliverers), and 
  cloaks with long, voluminous sleeves that are 
  easily pulled back when the need for flight arises. 
  Their wings are comprised of long, strong 
  feathers slimly aligned along the underside of 
  their arms. When moved out for flight, the 
  wingspans are usually double the rito’s actual 
  height. When folded under the arms, they do not 
  hinder the rito at all. 
  Relations: Because the largest population of 
  ritos lives in the Great Sea region, ritos do not 
  have much interaction with many other tribes. In 
  that region, the ritos deal mainly with hylians, 
  moblins, and zoras though in the Great Sea 
  regions zora tend to be rare. Rito are highly 
  respected amongst the hylian inhabitants of the 
  Great Sea Isles, and are known for their post 
  system and their stern sense of honor and 
  justice. The rito of the Great Sea region get along 
  well with the malleable hylians, deal in amicable 
  terms with the zora of the region, and are bitter 
  enemies of any moblins found within the region. 
  Outside of the Great Sea region, there are very 
  few aviaries of rito. Those that do exist tend to 
  deal well with other tribes as a whole. The rito 
  have amicable dealings with gorons, often 
  dealing in minerals and other precious metals 
  mined out of their aviaries in return for bomb 
  flower crops, lumber, or other important goods. 
  The gerudo seem to puzzle and even anger the 
  rito, who cannot abide the gerudo’s deceptive 
  and thieving ways. Deku puzzle the rito, but the 
  good-natured rito consider the deku to be 
  excellent merchants and find their dedication to 
  business admirable (so long as the deku do their 
  business honestly). Kokiri and rito rarely if ever 
  cross paths, mostly due to the isolationist nature 
  of the kokiri. The two tribes have a healthy 
  respect for each other, as they both share a 
  tender respect for the wilds of the world, but the 
  strange, anti-social, and sometimes xenophobic 
  nature of the kokiri sometimes offend the rito 
  who are far more open and inviting. Subrosians 
  and tokay are almost unknown to the rito, 
  though there are rumors of aviaries on both 
  Labrynna and Holodrum where the two tribes 
  often come together for trade and leisure. The 
  
   
   
  30
  good-natured rito, always eager to create new 
  friends and alliances find the subrosians to be 
  excellent company, and the Tokay to be amusing 
  company worthy of respect. 
  Focus: For the most part, rito tend heavily 
  toward the focus of light. Indeed, rare are the 
  rito who so much as fall into the focus of shadow. 
  The rito are a honorable folk who believe in 
  justice and truth. For them, the light focus is a 
  natural fit. Rare indeed is the rito who falls from 
  the graces of his people into the dark focus. In all 
  the annals of rito lore and myth, there are no 
  recorded instances of such a wicked rito, but all 
  know that history is written by the victor, and as 
  with any other tribe, there are members who are 
  swayed to the path of power at any cost. 
  Rito Lands: Rito primarily dwell in the region of 
  the Great Sea. Throughout the region, various 
  aviaries dot numerous islands and landmarks, 
  the largest of which is Windfall Island. It is there 
  that Prince Kamaldi and his father, the Chieftain, 
  rule over the rito responsible for the Great Sea 
  region’s post system. Other notable aviaries 
  include pockets on the peaks of several mountain 
  ranges in Termina, mountains and cliff bluffs 
  north of Death Mountain in Hyrule, and some 
  small 
  isolated 
  pockets 
  on 
  Holodrum 
  and 
  Labrynna. 
  Religion: The rito are not an overly zealous folk, 
  yet the proper worship and homage to the 
  Goddesses is an important part of rito culture. 
  For the most part, the rito give equal worship to 
  all three Goddesses, considering it a dishonor 
  and an insult to do any less. In practice however, 
  the rito seem to relate most powerfully to Nayru. 
  Their sense of justice, law, and truth compel 
  them 
  to 
  follow 
  the 
  ways 
  of 
  the 
  more 
  philosophical of the Goddesses. In addition, the 
  rito also offer worship to the various demigods of 
  the world, most notably of which is Zophor, the 
  God of Winds. The Wind Shrine just outside of 
  Windfall Isle is testament to this devotion to the 
  patron of the skies. 
  Aspect: The rito are seekers of truth and justice, 
  and place a great amount of faith and expectancy 
  in honesty and kindness. For the rito, no other 
  aspect save the Light aspect holds as much sway 
  with their connection to the Tri-Force. Except for 
  the few rito wizzrobes who become specialists of 
  the Water or Forest aspect, Light is the aspect of 
  choice. 
  Adventurers: 
  A 
  rito 
  may 
  be 
  pulled 
  into 
  adventure for a number of reasons. Rito take 
  their honor and sense of justice to the extreme. 
  A rito who feels insulted may be obliged to track 
  down his opponent and right the wrong (though 
  keep in mind that ritos are not quick to anger 
  and not often moved to violence). In addition, 
  ritos are moved by knowledge and fascinated 
  with lore and mythology. A rito may leave the 
  aviary for a period to research ancient stories, or 
  perhaps a rito who works for the post system in 
  the Great Sea region discovers something amiss 
  with one of his deliveries and feels obligated to 
  investigate the disturbance. 
  Rito Tribal Traits 
  • 
  +2 
  Dexterity, 
  +2 
  Intelligence, 
  -2 
  Strength, -2 Wisdom: Rito are swift and 
  intelligent, but they lack physical strength 
  and are somewhat blindly dedicated to 
  their ideals of right and wrong. 
  • 
  Medium-size: As medium-size creatures, 
  rito do not have any special advantages or 
  disadvantages for their size. 
  • 
  A rito’s base speed is 30 feet when 
  moving on the ground, and 40 feet when 
  flying. When flying, the rito has a 
  maneuverability class of Poor. Since rito 
  need to use their arm wings to fly, they 
  may not make any attacks while airborne 
  unless it is to drop rocks or other 
  dangerous weapons from on high.  Normal 
  rules for attacking while in turbulent 
  conditions apply. 
  • 
  Flight (Ex): A rito is born with the 
  capability of flight, but as the rito (like all 
  the tribes of the Tri-Force) are still 
  evolving, they are not able to access this 
  ability without help. Ritos are born with 
  small, stubby wings incapable of carrying 
  them any distance at all. When a rito 
  reaches half his adult age, he must 
  undergo some sort of trial to complete the 
  growth of his wings. The trial depends on 
  the aviary’s standards of what trials 
  young ritos perform, but no matter what, 
  two specific criteria must be met. The first 
  is that the rito must come to an epiphany 
  on the meaning of his people and their 
  innate 
  nature. 
  This 
  is 
  best 
  handled 
  through role-playing and has no tangible 
  mechanic. The second is that the rito 
  must meet a patron demigod or magical 
  protector of some kind and receive that 
  creature’s blessing. Always have the rito 
  needed the blessing of their protector 
  totem, creature, or demigod to achieve 
  their true wings. The blessing itself is 
  nothing 
  more 
  than 
  a 
  gesture 
  of 
  acceptance from the guardian in question. 
  The demigod or magical protector in 
  question must be someone the rito has 
  pledged himself to and must be of the 
  same focus as the rito in order for the 
  blessings to work. 
  • 
  +2 racial bonus to Defense while on the 
  ground, +1 while in the air: Rito are agile 
  creatures, but their mobility in the air 
  hinders them when airborne. 
  • 
  Improved Low-light vision: Rito can see 
  three times as far as normal in moonlight, 
  
   
   
  31
  torchlight, candlelight and other similar 
  lighting conditions as normal. They retain 
  the ability to distinguish color and detail 
  under these conditions. 
  • 
  +2 racial bonus on Spot, Listen, and 
  Sense Motive checks: Rito have sharp 
  senses and their sense of justice and 
  truthfulness is no less keen. 
  • 
  Automatic Languages: Rito and Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Academic.  A multiclass 
  rito’s academic class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Light. 
  • 
  Opposed Aspect: Shadow. 
  Subrosians 
  Subrosians are found in Subrosia, a volcanic 
  underworld lighted by the glow of lava and 
  forges. They are immune to extreme heat and 
  live off lava and molten metal. Despite the heat, 
  all features but their large eyes are hidden by 
  long, thick, hooded cloaks of varying colors (red, 
  green and blue being the most prevalent), but 
  they can be identified by the small items they 
  often wear or carry outside their cloaks: bows, 
  bandanas, aprons, etc. 
  Subrosians enjoy games almost as much as 
  Gorons do, and, when not found playing, they 
  pursue a number of craft-orientated professions 
  involving heat and metal. 
  Subrosian Racial Traits 
  • 
  +2 Intelligence, -2 Charisma: Subrosians 
  are gifted in the intellectual art of 
  artisanship, but are both naïve and shy of 
  the outside world. 
  • 
  Small: Subrosians gain a +1 size bonus 
  to both Defense and attack rolls and a +4 
  size bonus on Hide checks, but they must 
  use smaller weapons than medium-sized 
  creatures, and their lifting and carrying 
  limits 
  are 
  three-quarters 
  those 
  of 
  medium-sized creatures. 
  • 
  Subrosian base speed is 30 ft. 
  • 
  +1 racial bonus to defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  Immunity to Fire: Lava and Molten 
  Metal are the subrosian's natural diet. 
  • 
  Low-light Vision: Subrosians can see 
  twice as far as normal in moonlight, 
  torchlight, candlelight and other similar 
  lighting conditions as normal. They retain 
  the ability to distinguish color and detail 
  under these conditions. 
  • 
  +2 racial bonus on Craft and Appraise 
  checks 
  involving 
  metal: 
  Subrosians 
  possess a natural understanding of metals 
  and alloys. 
  • 
  Metalvore: Subrosians eat metal, getting 
  the most nutrition from refined metals 
  such as steel. They mostly get by on iron, 
  which provide them with most of their 
  needed nutrients. Silver and gold are like 
  candy to them; metals that are more 
  common are about as nutritious as a 
  common or poor meal for a humanoid. 
  • 
  Automatic Languages: Subrosian and 
  Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Artisan.  A multiclass 
  subrosian’s artisan class levels do not 
  count when determining if the character 
  takes an experience point penalty (see 
  the Player’s Handbook, page 60 for 
  multiclassing). 
  • 
  Favored Aspect: Fire. 
  • 
  Opposed Aspect: Shadow. 
  Tokay 
  Tokay are the primitive inhabitants of Crescent 
  Island, a tropical island in the Sea of Storms to 
  the south of the same continent as Hyrule and 
  Labrynna. Very few ever venture of the island, 
  but some are so driven by curiosity and 
  circumstance that they have little choice but to 
  explore the Land of the Tri-Force. 
  Personality: Tokay are foolhardy and curious, 
  living almost without fear, but instead constantly 
  surrounded with the childlike awe and wonder. 
  Indeed, their curiosity is their bane, as well as of 
  those they are with, as the tokay’s grasping 
  fingers will get everywhere, even the most secret 
  and secure compartments, in the search for 
  something even more wonderful and new than 
  the last. 
  However, this curiosity does not come with 
  intelligence, 
  or 
  even 
  the 
  slightest 
  bit 
  of 
  understanding. Valuable items can be overlooked 
  and discarded because they are not interesting 
  enough, while the most useless junk can be 
  treasured simply because it looks pretty. Many 
  technological items are beyond tokay, who would 
  break 
  them 
  and 
  pull 
  them 
  apart 
  without 
  understanding their purpose. 
  Physical Description: Tokay are about five and 
  a half feet tall, and weight around 115 pounds, 
  with a slight build. Their skin is green and 
  slippery, although the tone of the skin is quite 
  variable, and sometimes displays small patches 
  of scales on the back and shoulders as they age. 
  They tend to have large heads with two bulbous 
  eyes, and potbellies. Small spikes adorn their 
  back and neck ridges and elbows, and they have 
  small fangs and claws. They tend to stand on two 
  humanoid legs, although these also have webbed 
  toes to aid in swimming. They also commonly 
  have prehensile tails, but some tokay are born 
  
   
   
  32
  without them, which the tokay consider a mark 
  of greatness. 
  Relations: Tokay do not have many relations 
  with other races, and are neutral around them 
  unless they have learnt to respect or fear them. 
  In turn, most races treat tokay as oddities and 
  nuisances, and deal with them as such. The more 
  hospitable races, such as the hylians, tend to 
  leave them to their own devices, once the tokay 
  has been taught the nuances of property 
  ownership. The more aggressive ones, such as 
  moblins, view them as easy prey, and tend to 
  attack them on sight, if they think they can win. 
  Focus: Tokay do not particularly have a focus as 
  such, instead trying only to survive in a large and 
  curious world. At heart, most are of the light 
  focus, but their actions tend to make them seem 
  sometime shadow or dark. They are very easy to 
  exploit and manipulate, and accept almost 
  everything at face value, if only because they do 
  not understand that there are other values. Many 
  shadow-focused would-be villains exploit the 
  trusting natures of the tokay. However, the 
  loyalty of a tokay is only a single curious sight 
  away, and many of these villains find themselves 
  stalemated by their pet tokay wandering around 
  the continent carrying their most powerful 
  artifacts. 
  Tokay Lands: Tokay come from Crescent Island, 
  a balmy tropical island in the Sea of Storms. 
  There have been no other reports of the primitive 
  tokay setting up colonies, settlements, or nations 
  in other parts of the world. So little of the tokay 
  have ever left Crescent Island that they are 
  almost unknown in other nations. However, those 
  that leave seem to have an uncanny knack of 
  surviving even the most inhospitable climates 
  and locations, and have been know to turn in 
  places as far away as Holodrum and the 
  Subrosian Underworld. 
  Religion: Tokay do not have much in the way of 
  religion, with very little beyond superstition. The 
  only real form of deity worshipped by the tokay is 
  that of the Guardian, the monument that seems 
  to protect Crescent Island from harm and 
  invasion. The Guardian is seemingly easily 
  placated by constant offerings in the form of food 
  and trinkets. According to tokay lore, the 
  Guardian came to the aid of the tokay during the 
  Age of Darkness, and sent forth the ‘tokay with 
  no tail’. Since those days, any tokay born without 
  a tail is viewed as an incarnation of the original 
  tokay hero, and of the Guardian itself. Such 
  tokay are treated with the utmost respect, and 
  are obeyed without question by other tokay. 
  However, all tailless tokay seem destined to 
  leave Crescent Island, never to return. 
  Sometimes, however, a tokay adventurer will 
  witness a miracle from another religion or action, 
  and begin to imitate it without understanding, 
  hoping to recreate the effects and ward off back 
  luck. This seems to work, because tokay have an 
  uncanny sense of luck, but it is very rare that a 
  tokay actually manages to recreate such miracles 
  for themselves. Some other cultures view this as 
  heresy and take personal offence at the tokay. 
  Others see this as amusing and watch as tokay 
  seemingly rub rocks and bless trees for no 
  purpose. Sometimes, a benevolent person with 
  more patience than sense will actually stop and 
  correct a tokay, teaching them the rudimentary 
  basics of their religion, and are often surprised 
  how quickly a tokay can learn once they finally 
  manage to grasp the basic principles. 
  Aspects: Tokay don’t have any particular talents 
  towards the using magic, but those that do 
  practice the art tend to find that water comes 
  particularly easy for them. This is probably 
  because they are almost constantly surrounded 
  by water in their homeland. Since most tokay 
  wizzrobes would have been trained away from 
  Crescent Island, any thing that reminds them of 
  their homeland is a potent source of power and 
  inspiration for them. 
  Adventurers: Almost all tokay are adventurers 
  at heart, seeking to explore their worlds and find 
  curious sights and experiences. However, the 
  majority remain on Crescent Island, content in 
  finding their adventure in the Sea of Storms or 
  the Underwater Warrens. Even the offerings to 
  the Guardian or the driftwood on the beach can 
  provide all the treasure a tokay would ever want 
  or desire. However, some tokay leave the island 
  in 
  search 
  of 
  yet 
  more 
  excitement, 
  often 
  becoming too distracted to return home for days 
  or weeks on end. In the end, most tokay 
  adventures simply forget to go home, until one 
  day they look up and realize how much they miss 
  the smell of the communal kitchens of the Tokay 
  Habitats and return with more treasure and 
  stories for other tokay. However, it is far more 
  common for tokay to die of old age or fall to the 
  perils of the outside world before they consider 
  returning home to Crescent Island. 
  Tokay Racial Traits 
  • 
  +2 Dexterity, -2 Intelligence, -2 Wisdom: 
  Tokay are highly dexterous, but very 
  naïve and impulsive. 
  • 
  Medium-size: As medium-size creatures, 
  tokay do not have any special advantages 
  or disadvantages for their size. 
  • 
  Tokay base speed is 30 ft. Swim speed is 
  30 ft. Tokay can swim as easily as hylians 
  walk (considered to be taking 10 on Swim 
  checks), and may use the run option in 
  water as on land. Tokay also gain a +4 
  racial bonus to any Swim check to 
  perform some special action, avoid a 
  hazard, or overcome weight penalties 
  above DC 10. However, Swim speed is cut 
  by 10 ft and the ability to take 10 on 
  
   
   
  33
  Swim checks is unavailable if swimming is 
  attempted while armor check is at -3 or 
  worse. If armor check is -6 or worse, the 
  tokay must attempt to swim as if it were a 
  hylian with its current speed. 
  • 
  +3 racial bonus to defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. 
  • 
  +1 luck bonus to Saves: Tokay posses an 
  innately lucky nature. 
  • 
  Amphibious 
  (Ex): 
  Although 
  Tokay 
  breathe by means of gills, they can 
  survive indefinitely on land. 
  • 
  Automatic 
  Languages: 
  Tokay 
  and 
  Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored Class: Drifter.  A multiclass 
  tokay’s drifter class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Water. 
  • 
  Opposed Aspect: Shadow. 
  Zora 
  Zora are aquatic humanoids that originally came 
  from the underwater kingdom beneath the Sea of 
  Storms. Many have migrated to form colonies in 
  other aquatic locations. Others were either 
  banished, or left of their own accord, to start a 
  life 
  of 
  banditry 
  and 
  adventure. 
  Over 
  the 
  centuries, the civilized noble zora have become 
  almost a race apart from their savage brethren, 
  although they still suffer the stigma from other 
  races that can tell little difference between the 
  two. 
  Personality: Most zora are peaceful and tranquil 
  at heart, enjoying life, and seeking to perfect 
  their 
  chosen 
  vocation, 
  be 
  it 
  practical, 
  philosophical, or artistic in nature. To zora, there 
  is little difference in excellence whether it is for 
  construction, song, or leadership. However, some 
  zora have deviant personalities, harboring secret 
  feelings of anger, jealousy, and hatred. When 
  discovered, usually by revealing their emotions, 
  such zora are cast out, exiled from their homes, 
  and forced to live a life of crime and selfishness. 
  Physical Description: Noble zora, often called 
  blue or sea zora, are little over 5 feet tall on 
  average, and usually weigh just over 110 lbs. 
  They are covered with pale blue scales, and have 
  several fins and crests adorning their arms and 
  heads. Their scales are usually quite supple and 
  shiny, and seem almost white. Exiled zora, 
  known as river or green zora, tend to have rough 
  light green scales, resulting from many years 
  foraging on the surface. Although the color of 
  their scales usually denotes whether they are 
  noble zora, this is not always the case. Some 
  freshly exiled zora may retain their blue scales 
  for a long time, while some zora who spend a lot 
  of time on the surface develop the green 
  markings of an exiled zora. 
  Relations: Many years of alliance and co-
  operation between the zoran colonies and many 
  of the other light-focused races of the lands, such 
  as kokiri and hylians, has built a long tradition of 
  friendship between them. However, the attacks 
  and banditry of the zoran exiles have done much 
  to tarnish the good relations between these 
  kingdoms. Very few can tell the difference 
  between the noble and exiled zora, and is usually 
  the domain of the learned peoples of such 
  kingdom. Since these are the types that noble 
  zorans would associate with most, discussing 
  arts, theology, and culture, when not working 
  together to better the lands of the Tri-Force, this 
  is not too much of a problem. 
  Most of the other races are neutral towards zora, 
  not quite understanding the difference between 
  the nobles and exiles, and holding the zora to 
  blame for many of the atrocities caused by the 
  zoran exiles. Gerudos and moblins are openly 
  hostile towards all zora, after suffering years of 
  raids and attacks from the exiles, and retaliating 
  in kind. 
  Focus: Most zora are light focused by nature, 
  and zora with any other focus are usually exiled. 
  Why the zora deal with their malcontents this 
  way is a matter of contention between the many 
  peoples of the world. Still, those that remain part 
  of the zora society work together to maintain 
  their societies and ideals, while the exiles try to 
  do all they can to bring their noble brethren to 
  ruin. 
  Zoran lands: Zora originally come from their 
  underwater kingdom beneath the Sea of Storms. 
  However, 
  after 
  years 
  of 
  development 
  and 
  civilization, they have established a number of 
  other colonies in locations such as in Martha’s 
  Bay on Koholint Island. The most famous colony 
  is in Hyrule, in the large lake at the source of 
  River Hyrule. The zora there immediately made 
  contact with the Hyrulian Royal House, and 
  offered an alliance, which has lasted this day. 
  Exiled zora do not have any lands of their own, 
  but are often be found in the waterways around 
  the many lands, waiting to ambush unwary 
  travelers for supplies and treasure. 
  Religion: In an enlightened society such as the 
  zoran kingdom, religion is little importance. 
  Instead, theology is treated like philosophy, 
  biology, and practically every other school of 
  learning. Theologians are more likely to show 
  devout tendencies more towards discovering 
  knowledge about the Tri-Force than they would 
  to the Goddesses themselves. Those in the zoran 
  village beneath the Sea of Storms do show some 
  devotion to their ancient protector, Lord Jabu-
  Jabu, and often invoke his name in protective 
  gestures. However, he is venerated more as an 
  
   
   
  34
  old and wise leader, rather than an actual god, 
  and is cared for and looked after by special zoran 
  attendants. 
  Aspects: Being aquatic, Zora have an innate 
  affinity with water, even if they are not 
  wizzrobes. Besides water, the noble zora are 
  more likely to gravitate towards magic of light, to 
  discover how to better themselves and their arts, 
  while their exiled brethren will move towards 
  shadow to better hide their darker natures. Zora 
  of both types also sometimes study the magic of 
  the spirit, in order to aid their arts, or control 
  their tools of revenge. All zora have trouble with 
  fire magic, because it is somehow weakened and 
  extinguished by their own water affinities, and 
  the power of such magic is sometimes enough to 
  cause them to dry out when on land. 
  Adventurers: Zora are not adventurers by 
  nature, but are instead often forced into the role. 
  Whether on a dangerous mission, or exiled 
  because of their shadowy natures, extensive 
  periods of time on the surface will mark them 
  forever. They will become more resourceful at 
  the least, for extensive inland forays will require 
  much planning at least. They may also bring 
  back tales of other lands, other cultures, and of 
  their own exploits against the powers of the 
  world. They would have grown differently to the 
  sterile, and often boring, communities of the 
  noble zora, and will find it very hard to return 
  home.  
  Zora Racial Traits 
  • 
  +2 Dexterity, -2 Constitution: The light, 
  narrow-framed 
  zora 
  are 
  quick 
  and 
  graceful but sensitive to environmental 
  toxins and stresses. 
  • 
  Medium-size: As medium-size creatures, 
  zora do not have any special advantages 
  or disadvantages for their size. 
  • 
  Zora base Speed is 30 ft. Swim speed: 50 
  ft. Zora can swim as easily as hylians walk 
  (considered to be taking 10 on Swim 
  checks), and may use the run option in 
  water as on land. Zora also gain a +10 
  racial bonus to any Swim check to 
  perform some special action, avoid a 
  hazard, or overcome weight penalties 
  above DC 10. However, Swim speed is cut 
  by 10 ft and the ability to take 10 on 
  Swim checks is unavailable if swimming is 
  attempted while armor check is at -3 or 
  worse. If armor check is -6 or worse, the 
  zora must attempt to swim as if it were a 
  hylian with its current speed. 
  • 
  +1 racial bonus to Defense. You lose this 
  bonus anytime you would lose your 
  Dexterity bonus to Defense. When at least 
  ½ 
  submerged 
  in 
  water, 
  this 
  bonus 
  increases to +3. 
  • 
  Greater Low-light Vision: Zora can see 
  four times as far as normal in moonlight, 
  torchlight, candlelight and other similar 
  lighting conditions as normal. They retain 
  the ability to distinguish color and detail 
  under these conditions. 
  • 
  Natural Attacks (Ex): Zora have two 
  natural unarmed fin attacks that deal 1d4 
  + Strength bonus slashing damage. To 
  use both attacks, the zora must take the 
  full attack action and fights as if with two 
  light weapons and possessing the Two-
  Weapon-Fighting feat while using these 
  fins. Martially inclined zora can (and often 
  do) take Weapon Finesse with these 
  attacks.  Zora may make these attacks in 
  addition to any other allowed ranged and 
  melee attacks, though the fin attacks are 
  made at a -5 penalty to hit and deal 1d4 
  + ½ Strength bonus damage. 
  • 
  Limited Amphibiousness (Ex): Zora 
  can 
  spend 
  one 
  day 
  per 
  point 
  of 
  Constitution away from any moisture. At 
  the end of that time, the zora is in 
  constant threat of dehydration (see the 
  rules for dehydration and drowning in the 
  Dungeon Master’s Guide) unless the zora 
  re-enters a moist clime, is splashed 
  periodically, or drinks twice as much 
  water as each day. 
  • 
  +2 racial bonus to Hide and Listen checks 
  when underwater: Zora are at home in 
  the water and are nearly impossible to 
  surprise in their native habitat. 
  • 
  -2 racial penalty on Bluff and Diplomacy 
  checks involving any dishonest act: Zora 
  make terrible liars due the reflexive 
  expressiveness of their bodies and faces 
  and their innate innocence and attitudes. 
  • 
  Automatic Languages: Zora and Hylian. 
  • 
  Bonus Languages: Any. 
  • 
  Favored class: Performer.  A multiclass 
  zora’s performer class levels do not count 
  when determining if the character takes 
  an experience point penalty (see the 
  Player’s 
  Handbook, 
  page 
  60 
  for 
  multiclassing). 
  • 
  Favored Aspect: Water. 
  • 
  Opposed Aspect: Fire. 
  
   
   
  35
  Chapter 4 Mantle of the Hero 
  Adventurers in the lands of the Tri-Force have 
  many different goals – fame, wealth, knowledge, 
  wanderlust, or even something more specific and 
  focused like revenge for a loved one, or the 
  recovery of a sacred artifact. The challenges 
  involved in such goals are varied and demanding, 
  often requiring great sacrifices and great skill to 
  overcome. Nevertheless, the first step for any 
  would be hero or adventurer, is to choose the 
  path they will take to complete these goals. Their 
  backgrounds and abilities may dictate something 
  about how they will approach the monumental 
  task of being an adventurer, but the most 
  important decision they will ever make is what 
  path they should train and focus in. Would they 
  wield 
  steel-forged 
  blades 
  and 
  fight 
  any 
  opposition, wield mighty magic bestowed upon 
  the world by the Goddesses of the Tri-Force, 
  charm their way to power via word and smile in 
  the palaces of the Royal House of Hyrule, or even 
  just improvise, throwing their lot in with the twin 
  forces of Luck and Destiny. 
  Each of the following classes provides a starting 
  point upon which to capitalize upon their 
  strengths. It forms the base of their character, 
  describing what they can do in their daily 
  struggle to reach their ever-elusive goals. Each 
  provides a route to success that may be taken. 
  Alternatively, they may forge their own pathway 
  to power, combining training in different areas to 
  represent their own method of dealing with 
  trouble. Each class should not be seen as 
  restrictive, but as a template or package to 
  represent the training an adventurer may take. 
  Their first class is but the first step of many upon 
  a journey that will lead them towards their goals. 
  As they advance, they will be able to expand 
  their character’s scope and training as they see 
  fit, exploring the arts arcane, gain mastery with a 
  weapon of their desire, or learn lore that most 
  people had thought lost to the mists of time. 
  They may even be able to train themselves to 
  become eligible for one of the many elite classes 
  and organizations presented in Chapter 8: 
  Ranks of Prestige. 
  Classes, Multiclassing and 
  Advancement 
  The rules for choosing a class, and advancing at 
  each level, and multiclassing can be found in the 
  Players’ Handbook. Each character still gets feats 
  and ability score advances as shown, in addition 
  to any granted by their race or class. The classes 
  presented here are shown exactly like those from 
  the 
  Players’ 
  Handbook 
  with 
  the 
  following 
  changes. 
  Base Attack Bonus 
  For ease of calculation, all Base Attack Bonuses 
  are shown in single layers.  Thus, a character 
  with the best Base Attack Bonus will receive a +1 
  increase every level.  Unlike the listings in the 
  Player’s 
  Handbook, 
  this 
  bonus 
  will 
  list 
  sequentially as +2, +3, +4, +5, +6, +7, etc.  
  Characters receive additional attacks at every +6 
  in their Base Attack Bonus as normal. 
  Defense Bonus 
  The Legend of Zelda D20 does not use the Armor 
  Class system at all.  While armor is still an 
  important part of the setting, the speed, natural 
  agility, and nimbleness of a character are also 
  rewarded.  Every race is assigned a Defense 
  bonus from +1 - +3 in value.  This is added to 
  the base Defense of 10 for every character, and 
  then added with a character’s class Defense 
  bonus.  Each class has a Defense bonus ascribed 
  to them that represents the training they have at 
  avoiding blows and dodging attacks. This value is 
  added directly into the character’s Defense score. 
  This bonus to Defense is lost whenever the 
  character is denied their Dexterity bonus to 
  Defense, or when they are wearing any form of 
  armor. 
  Multiclass 
  characters 
  combine 
  the 
  Defense 
  bonuses from all of their classes and prestige 
  classes into a single value. For example a 5th 
  level drifter / 3rd level academic would have a 
  total class Defense bonus of +4. 
  Magic 
  Each class has a listed number of magic points at 
  certain levels. Unlike the other values, the magic 
  points column shows the increase in magic 
  points, instead of the current value. 
  Upon gaining magic points, the character must 
  place them into one of the six aspect pools of 
  magic, depending upon which aspect feats they 
  have. These magic points can then be spent to 
  power spells, items, or class abilities that the 
  character has access to. For example, a third 
  level wizzrobe must allocate his three extra 
  magic points into one of the two (or three) 
  aspect pools he knows. 
  If a character gains magic points, but does not 
  know any aspect feats, then the magic points go 
  into seventh pool, known as the latent pool. This 
  represents magical potential that has not been 
  fully realized yet, and therefore has only limited 
  power. These magic points can only be spent to 
  power magical items, or class abilities that do not 
  require a specific aspect of magic to use. For 
  example, if a fourth level warrior does not know 
  any aspect feats, then he must place his two 
  bonus magic points into his latent magic pool. 
  
   
   
  36
  If a character with any latent magic points ever 
  learns as aspect feat, he may choose to allocate 
  some or all of his latent magic point to this 
  aspect of magic. All future magic points must be 
  allocated into an aspect pool they have access to. 
  For example, if an academic multicalsses into 
  wizzrobe and learns the Light and Spirit Aspect 
  feats at sixth level, they must put the three 
  magic points they gain for being sixth level into 
  those aspects. He may also choose to allocate 
  some or all of the five magic points in his latent 
  magic pool to his light or spirit magic pools. 
  Characters with magic points in both their latent 
  magic pool, and an aspect magic pool may 
  continue to use both pools as normal. However, 
  they may only choose to allocate magic points 
  from their latent magic pool to their aspect magic 
  pool when they gain either a new aspect feat, or 
  additional magic points. 
  For more information on magic points and how 
  they work, see Chapter 7: Magic of the Tri-Force. 
  Academic 
  If knowledge is power, then academics are the 
  most dangerous people in the world. They 
  study a wide range of fields in their 
  quest for knowledge, in a wide range 
  of fields. Some are historians, 
  studying history and Legends in 
  their desire to learn about, or 
  even return to, the past. 
  Others study the sciences of 
  technology and mechanics, trying 
  to devise that next big invention. 
  There are biologists, who study the 
  flora and fauna of the area, for 
  their own purposes. Then 
  there 
  are 
  those 
  who 
  conspire 
  to 
  follow 
  the 
  arcane 
  arts 
  through 
  science, 
  and 
  rob 
  the 
  Goddesses’ of their divine control 
  over the elements. 
  Adventures: It is very rare that an academic 
  goes off to adventure. They would rather be in 
  their libraries, studying their specialist subjects. 
  However, sometimes the only remaining source 
  of a particular lore may be forgotten in the 
  bottom of a dusty dungeon, or they desire to see 
  the marvels of nature first hand to draw 
  inspiration. While they rarely go on adventures 
  for themselves, adventuring parties will often find 
  the academic a boon to their quests, as the 
  almost encyclopedic lore they possess can often 
  be all they need to solve that bothersome riddle 
  or quest. 
  Characteristics: Academics are intense and 
  usually solely motivated by their studies. Worldly 
  concerns matter little to the academic, and he 
  can often be found scribbling away in a journal 
  while the others are dividing the loot, unless 
  there happens to be something of interest. When 
  not studying, academics are often consumed with 
  wanderlust, itching to find something else to 
  study.  
  Focus: Academics can be of any alignment, but 
  most tend toward shadow.  Knowledge can be 
  used for both the purposes of light and shadow, 
  and this goes equally for the academics that 
  possess it. It is known for an academic to assist a 
  villain without realizing it, but often they turn 
  sides when they discover their misuse of that 
  knowledge. Very few academics lean towards 
  darkness. Academics care little for religion and 
  theology, unless this happens to be one of their 
  specialist areas. An academic who studies the 
  Goddesses’ 
  influence 
  may 
  even 
  possess 
  knowledge to rival that of most of their clergy. Of 
  those that do worship the Goddesses, most make 
  minor devotions to Nayru, the Goddess of 
  Wisdom. 
  Background: 
  Academics 
  are 
  usually full-time students in their 
  field of study. Although it is 
  very rare for there to be 
  organized places of study, this 
  is not completely unheard of. 
  Many academics reside in or near 
  libraries, and often double a curators 
  and librarians when they are not 
  studying. 
  Races: Academics can belong 
  to almost any race.  Hylians, 
  being the most civilized race 
  tend 
  to 
  have 
  more 
  academics in the traditional 
  sense, 
  which 
  reside 
  in 
  libraries, but most races will 
  have some sort of lore keeper or 
  storyteller to pass their traditions 
  on to their young.  Indeed, there 
  are a few famous academics 
  from nearly every race. 
  Other Classes: Academics rarely get on well 
  with other classes, since they are usually too 
  absorbed in their studies to cultivate such 
  relations. The exception of course is if that class 
  is related in part to their studies, in which case 
  that character can expect endless streams of 
  questions from the academic asking all sorts of 
  questions, personal or otherwise. 
  Game Rule Information 
  Abilities: Intelligence is obviously the most 
  important ability for Academics, since it governs 
  all Knowledge skills, and provides them with 
  additional skill points each level to put into this 
  Knowledge. Although their natures often show 
  otherwise, Wisdom and Charisma are often also 
  important 
  to 
  the 
  academic, 
  who 
  is 
  often 
  compelled to interview subjects or to observe live 
  specimens for their studies. 
  
   
   
  37
  Hit Die: d4 
  Starting Rupees: 3d4 x 10 
  Class Skills 
  The academic’s class skills (and the key abilities 
  for each) are Appraise (Int), Craft (Int), Decipher 
  Script 
  (Int), 
  Gather 
  Information 
  (Cha), 
  Knowledge (All skills taken individually) (Int), 
  Profession (Wis), Speak Language (Int).  
  Skill Points at First Level: (8 + Int mod) x 4. 
  Skill Points at Each Additional Level: 8 + Int 
  mod. 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  The 
  academic is proficient in two simple weapons of 
  his choice. Most academics choose the sling and 
  quarterstaff. Academics are not proficient with 
  any armor or shields. 
  Versatility: The academic is a student in a vast 
  range of skills, from the practical to the 
  downright eclectic. Therefore, the academic can 
  allocate six extra skills to be class skills and an 
  extra skill every three levels after that. 
  Focused Learning: The academic follows an 
  intense 
  training 
  regimen 
  that 
  increases 
  in 
  efficiency as they advance. At 2nd level, and 
  every five levels afterwards, the academic gains 
  a bonus to his skill points per level. Note that in 
  order to acquire the additional skill points, the 
  character must raise his academic class level to 
  acquire the skill points, though he may spend 
  them on skills acquired from multiclassing. 
  Obscure Lore: The academic conducts a great 
  deal of reading on many subjects. When 
  presented with a question on some extremely 
  obscure lore, or when attempting to piece 
  together fragments of knowledge or lore, the 
  academic may make an Intelligence check and 
  add his academic levels in order to see if he 
  knows anything about the specific subject. 
  Lateral Thinking: At 5th Level, and every five 
  levels after that, the academic may ask the GM 
  for a hint to solve a particular problem or 
  dilemma. The GM is not required to give the 
  academic the solution, just a hint of how to 
  proceed, or where to look for clues. The GM must 
  be careful in giving hints and clues with this 
  power. Any hints or clues must be alluded to in 
  game, thus preventing the GM or the player from 
  giving or receiving meta-game information. For 
  example, an academic and his two wilderfolk 
  companions are lost in an enormous underground 
  cavern with no idea of where their adversary has 
  fled. The academic could ask the GM for a clue, 
  and the GM could give information as to the 
  whereabouts of the adversary, how to exit the 
  cavern, where to find water or food, etc. The 
  academic cannot ask for more than one hint per 
  situation, and the GM can refuse to give the 
  Academic a hint should he feel the situation has 
  not changed enough to warrant one. 
  Sage: The academic is so widely versed in 
  knowledge that he always has something that 
  can apply to the situation. Starting at 9th level, 
  the academic can add his academic levels to any 
  Intelligence check or to any Intelligence-based 
  skill check. 
  Seer: 
  The 
  academic 
  is 
  always 
  learning 
  something, even from everyday life. All this 
  experience allows the academic to add half his 
  academic level to any Wisdom check, or Wisdom-
  based skill check. 
  Table 4-1: Academic Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
   
  Versatility (6 skills) 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +2 
  Focused Learning +1 
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
   
  Obscure Lore 
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +3 
  Versatility (7 skills) 
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
   
  Lateral Thinking (1/day) 
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +3 
   
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
   
  Versatility (8 skills), Focused Learning +2 
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +4 
   
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
   
  Sage 
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +4 
  Versatility (9 skills), Lateral thinking 
  (2/day) 
  11 
  +5 
  +3 
  +5 
  +7 
  +3 
   
   
  12 
  +6 
  +4 
  +6 
  +8 
  +4 
  +6 
  Focused Learning +3 
  13 
  +6 
  +4 
  +6 
  +8 
  +4 
   
  Versatility (10 skills) 
  14 
  +7 
  +4 
  +6 
  +9 
  +4 
  +6 
   
  15 
  +7 
  +5 
  +7 
  +9 
  +5 
   
  Lateral Thinking (3/day) 
  16 
  +8 
  +5 
  +7 
  +10 
  +5 
  +8 
  Versatility (11 skills) 
  17 
  +8 
  +5 
  +8 
  +10 
  +5 
   
  Focused Learning +4 
  18 
  +9 
  +6 
  +8 
  +11 
  +6 
  +8 
  Seer 
  19 
  +9 
  +6 
  +8 
  +11 
  +6 
   
  Versatility (12 skills) 
  20 
  +10 
  +6 
  +9 
  +12 
  +6 
  +10 
  Lateral Thinking (4/day) 
  
   
   
  38
  Artisan 
  Bombs, boomerangs, hook shots, bombchus, 
  ladders, and rafts; these are staple items in the 
  world of the Legend of Zelda, and it is the artisan 
  who creates them. While there are certainly more 
  mundane craftsmen willing and able to make 
  such items, it is the artisan who truly shines in 
  his ability to craft and design unique tools and 
  items. Masters of skills and true geniuses of 
  creation, artisans fill the creative niche in the 
  world of the Legend of Zelda that fuels so many 
  incredible adventures.  
  Adventures: Artisans have many reasons to get 
  out and see the world. First, what better place is 
  there for the testing and 
  experimentation of their 
  newest gadgets? Artisans thrive on the 
  opportunities adventuring present to 
  test out their latest wares and 
  creations. Adventures also help 
  fuel 
  an 
  artisan’s 
  creative 
  aspirations 
  by 
  providing 
  a 
  means of income. Inventions 
  can be expensive, and the 
  plundering of ancient tombs, 
  labyrinths, and dungeons has 
  the possibility to provide a 
  hearty income of rupees. Of 
  course, experimentation and 
  income are not the only 
  reasons 
  for 
  artisans 
  to 
  adventure. Many seek the rush 
  of a life on the road and the 
  thrills that follow. Like any 
  adventurer, an artisan may 
  choose a life of danger and 
  action simply for the thrill 
  of it, and of course, for the 
  rewards in fame, wealth, and 
  experience it may bring. 
  Characteristics: 
  Artisans 
  are 
  masters of skills, no question 
  about it. When it comes to a task 
  that seems impossible, it is up to the 
  artisan to figure it out. Whether through the 
  creation, use of an invention, or use of skills, the 
  artisan is by far the most adaptable member of 
  any party. While no true warrior, the artisan can 
  hold his own in combat, and when employing 
  gadgets as weapons, artisans can be downright 
  deadly. Artisans tend to be an inquisitive lot. 
  Aggressive in their search for knowledge and 
  creativity, but focused. Some artisans tend to be 
  cluttered and clumsy, while others appear meek 
  and orderly. Each artisan is as different and 
  unique as the inventions they create, be they 
  hover boots, magnetic gloves, bombchus, or 
  something simple as a spring blade. Others forgo 
  exotic inventions for the mundane weaponry, 
  armor and equipment, seeking to enhance and 
  refine them to their most efficient. 
  Focus: Artisans have a strong pull toward the 
  light focus. For the most part, they work to 
  create things that improve life around them or 
  help others with tasks. This is not to say that 
  some shadow-focused artisans do not use their 
  talents for warfare or plunder. However, the 
  creation of weapons is not an aspect of dark 
  focus itself. Many artisans lean towards the 
  shadow focus as well, utilizing their craft solely 
  for personal purposes. 
  Background: Artisans hail primarily from a 
  middle class background. For many, the life of a 
  worker or farmer presents no challenge. Their 
  ambition ranges far beyond such menial tasks, 
  and their creativity is stifled by such blunt labor. 
  Many also come from upper class or noble 
  backgrounds as well. The luxuries of wealth 
  and time the upper echelons of society afford a 
  budding artisan are invaluable in honing and 
  shaping 
  their 
  creative 
  abilities. 
  Understandably, very few artisans 
  come 
  from 
  lower 
  class 
  or 
  peasant backgrounds. Perhaps 
  the majority come from the 
  merchant niche of society, 
  where the sale of goods and 
  items is a regular part of daily 
  life for many folk.  
  Races: Most races have artisans to 
  some degree or another. Gorons, 
  dekus, and subrosians seem to have 
  more than other races do due to their 
  love 
  of 
  arts, 
  crafts, 
  and 
  the 
  mercantile trades. Gerudo artisans 
  are rare, as are zoran artisans. The 
  two races have little love for such 
  ingenuity outside of their personal 
  trades and are, for the most part, 
  solitary folk. There are a fair number 
  of hylian artisans as well. They are 
  often found scattered throughout 
  the shops and cities of the world, 
  plying the latest creations for sale. 
  Other Classes: When it comes to 
  artisans, no one can touch them in the skill 
  department, except maybe academics. Their 
  ability to acquire cross-class skills and make 
  them class skills makes them valuable members 
  of any team. When put in a party, artisans are 
  easily the most adaptable. Their decent combat 
  abilities lend them good favor with warriors and 
  wilderfolk. Their skill mastery and support 
  abilities through inventions and odd items make 
  them great partners with drifters and performers 
  as well. Nobles sometimes have trouble getting 
  along with artisans due to the occasional hiccup 
  in outlook and focus, and some wizzrobes feel 
  the artisan’s skills are weak and simple compared 
  to the power of the Tri-Force. 
  
   
   
  39
  Game Rule Information 
  Abilities: Intelligence is by far the most 
  important ability for artisans, since this leads 
  directly to additional skill points to put into both 
  his Craft skills and his designs. Dexterity and 
  Constitution are both relatively useful as well, 
  since these allow him to add fine detail to his 
  creations, and to concentrate and work on them 
  all day. 
  Hit Die: d6 
  Starting Rupees: 5d4 x 10 
  Class Skills 
  The artisan’s class skills (and the key abilities for 
  each) 
  are 
  Alchemy 
  (Int), 
  Appraise 
  (Int), 
  Concentration (Con), Craft (Int), Disable Device 
  (Int), 
  Knowledge 
  (arcane), 
  Knowledge 
  (architecture and engineering) (Int), Open Lock 
  (Dex), Profession (Wis), Search (Int), Use Magic 
  Device (Cha), Use Rope (Dex). 
  Skill Points at First Level: (8 + Int mod) x 4 
  Skill Points at Each Additional Level: 8 + Int 
  mod 
  Class Features 
  Weapon and Armor Proficiencies: An artisan 
  is proficient in all simple and martial weapons, 
  and light armor. 
  Master Craftsman: An artisan is a master of 
  building things. At 1st level, an artisan is 
  proficient in all crafts, and may use craft skills 
  even if he has no ranks in them. 
  Versatility: The artisan is a student in a vast 
  range of skills, from the practical to the 
  downright eclectic. Therefore, the artisan can 
  choose an extra skill to be a class skill at 2nd 
  level, and an extra skill every three levels after 
  that. 
  Weapon Familiarity: The artisan is not only a 
  creator and inventor of items and weapons; he is 
  a user of them as well. Starting at 2nd level, an 
  artisan suffers only a -2 penalty when wielding 
  weapons he is not proficient with. 
  Skill Focus: An artisan’s life and trade revolve 
  around the creating of items and their use. 
  Starting at 3rd level, the artisan receives the feat 
  Skill Focus feat for any single Crafts skill or the 
  Alchemy skill.  
  Determine Composition: An artisan is familiar 
  with 
  many 
  substances 
  and 
  elements. 
  By 
  spending a full round in study and taking no 
  actions except total defense action, the artisan 
  may make an Alchemy check (DC 15 + monster’s 
  CR) to determine what subtype a monster is 
  (aberration, undead, construct, etc).  
  Fast Creation: The artisan may halve the time it 
  takes for item construction. This ability is 
  automatically used in the construction of items. 
  Improved Skill Focus: At 7th level and every four 
  levels 
  afterwards, 
  the 
  artisan 
  receives 
  an 
  additional +1 stacking bonus from his Skill Focus 
  feat on his Alchemy or Craft skills. 
  Impromptu Creation: An artisan may attempt 
  a hasty creation of an item when in tight 
  circumstances. By passing his Craft or Alchemy 
  check, the artisan may cut reduce the item’s 
  creation time by ¾. However, there is a 
  cumulative 10% chance per use that the item will 
  break when used. 
  Determine Weakness: As an artisan progresses 
  in his studies of elements and substances, he 
  becomes familiar with pinpointing weaknesses in 
  living creatures. By spending a full round in study 
  and taking no actions except the total defense 
  action, the artisan may make an Alchemy check 
  (DC 15 + monster’s CR) to determine what a 
  Table 4-2: Artisan Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +0 
  +2 
  +1 
  +1 
   
  Master Craftsman, Skill Focus 
  2 
  +1 
  +0 
  +3 
  +2 
  +2 
  +2 
  Versatility (1 skill), Weapon Familiarity 
  3 
  +2 
  +1 
  +3 
  +2 
  +2 
   
  Skill Focus 
  4 
  +3 
  +1 
  +4 
  +2 
  +2 
  +3 
  Determine Composition 
  5 
  +3 
  +1 
  +4 
  +3 
  +3 
   
  Versatility (2 skills) 
  6 
  +4 
  +2 
  +5 
  +3 
  +3 
  +3 
  Fast Creation 
  7 
  +5 
  +2 
  +5 
  +4 
  +4 
   
  Improved Skill Focus +1 
  8 
  +6 
  +2 
  +6 
  +4 
  +4 
  +4 
  Versatility (3 skills) 
  9 
  +6 
  +3 
  +6 
  +4 
  +4 
   
   
  10 
  +7 
  +3 
  +7 
  +5 
  +5 
  +4 
  Impromptu Creation 
  11 
  +8 
  +3 
  +7 
  +5 
  +5 
   
  Versatility (4 skills), Improved Skill Focus +2 
  12 
  +9 
  +4 
  +8 
  +6 
  +6 
  +6 
   
  13 
  +9 
  +4 
  +8 
  +6 
  +6 
   
  Determine Weakness 
  14 
  +10 
  +4 
  +9 
  +6 
  +6 
  +6 
  Versatility (5 skills) 
  15 
  +11 
  +5 
  +9 
  +7 
  +7 
   
   
  16 
  +12 
  +5 
  +10 
  +7 
  +7 
  +8 
  Improved Skill Focus +3 
  17 
  +12 
  +5 
  +10 
  +8 
  +8 
   
  Versatility (6 skills) 
  18 
  +13 
  +6 
  +11 
  +8 
  +8 
  +8 
  Magic Infusion 
  19 
  +14 
  +6 
  +11 
  +8 
  +8 
   
   
  20 
  +15 
  +6 
  +12 
  +9 
  +9 
  +10 
  Versatility (7 skills), Improved Skill Focus +4 
  
   
   
  40
  monster’s 
  weakness 
  is 
  (energy 
  type 
  or 
  otherwise).  
  Magic Infusion: The artisan eventually learns to 
  hone his designs to a near perfect level. For 
  every five permanent magic points the artisan 
  spends, he may increase the bonus of any 
  masterwork item he creates by +1, up to a 
  maximum masterwork bonus of +5. This bonus is 
  not magical, and is treated as a normal 
  masterwork weapon. The spent magic points may 
  never be recovered or recouped in any way. 
  Drifter 
  Throughout Hyrule, there are those who drift on 
  the winds of time. They roam from land to land, 
  seeking their fortune or their dreams with their 
  skill or luck. These drifters do not rely on the 
  skill of their sword arms the way warriors 
  and wilderfolk do, nor do they use the 
  magic of the Tri-Force the way wizzrobes 
  do. Instead, drifters rely on luck and 
  skill to win them through tough 
  situations. They are survivalists at 
  heart, relying more on quick wits, 
  nimble 
  reflexes, 
  and 
  sharp 
  senses than brawn or magical 
  prowess. 
  Adventures: 
  Drifters 
  cannot help themselves; 
  they 
  seem 
  forever 
  doomed to end up in 
  the midst of a wild 
  and 
  unpredictable 
  adventure. Drifters 
  seek adventures 
  for a number of 
  reasons. 
  For 
  some, 
  the 
  monetary allure 
  of discovering a 
  trove of rupees 
  in 
  a 
  forgotten 
  Gerudo temple is 
  ample 
  motivation to set 
  out 
  on 
  an 
  adventure. 
  For 
  others, the allure of solving ancient and cryptic 
  mysteries draws them from their homes. Yet for 
  many drifters, the simple chance to brave the 
  lands of Hyrule in search of adventure is enough 
  to set many drifters on the road they travel.   
  Characteristics: Drifters are a strong addition to 
  any party. When it comes to finding traps, 
  disarming (or dodging them), and using skills to 
  get through a tough encounter or area, drifters 
  truly shine. They are not especially strong 
  combatants, though their ability to sneak attack 
  makes them more than feared when fighting in 
  an organized unit. For scouting, exploration, and 
  stealth, a drifter cannot be beat. 
  Focus: Drifters tend to favor the focus of 
  shadow. Personal ambition and gain motivate 
  many drifters who wander through Hyrule and 
  lands beyond. They are not especially lawful, and 
  some drifters are especially unlawful to fulfill 
  their goals. Some drifters follow the light or dark 
  focuses. However, these are rare, and they tend 
  to be extremely zealous in the pursuit of their 
  beliefs and goals. 
  Background: 
  Drifters 
  come 
  from 
  many 
  backgrounds. Some are rich nobles, wandering in 
  disguise to leave behind the burdens of their 
  ancestry. Others are street urchins, scraping a 
  meager existence in cities and hamlets. Most 
  drifters tend to fall between the two. A great 
  many drifters are simply folk who come to 
  rely upon the luck of the draw and their 
  skill at getting out of a situation 
  before it crashes around them. 
  Races: 
  Gerudos 
  are 
  almost 
  exclusively drifters. Their culture 
  praises and exalts the deceptive 
  and skilful nature of the drifter, 
  and the Gerudo as a whole are 
  fond of practicing the fine art of 
  stealth.  Tokay tend to be mainly 
  drifters, finding the demands of 
  other vocations unsuited to 
  their 
  particular 
  talents. Dekus have 
  quite a few drifters 
  amongst 
  them 
  as 
  well. 
  Often, 
  the 
  structures 
  of 
  deku 
  society and the first-
  come-first-serve 
  creed of most deku 
  cultures force some 
  dekus into lives of 
  thievery 
  or 
  wandering. Almost 
  all 
  races 
  have 
  members 
  who 
  become 
  drifters, though Gorons seem to 
  have the fewest. Their easy-
  going nature and open 
  social 
  structure 
  provides 
  plenty of room for its folk, thus few Gorons feel 
  the need to pursue the talents of drifters. 
  Other Classes: Drifters get along great with 
  wilderfolk. Both classes rely on their skill and 
  mobility to get them through a tough situation, 
  though wilderfolk use more brawn than drifters 
  do. Drifters compliment warriors and wizzrobes 
  well, often backing up a warrior’s muscle with 
  stealth and skill and providing a stealthy defense 
  for wizzrobes. Performers and drifters get along, 
  but there is a sense of competition between the 
  two. Artisans and Academics, with their vast 
  knowledge of skills and lore, compliment a 
  drifter’s skills nicely. Nobles, however, are the 
  
   
   
  41
  bane of drifters. The two are often at odds over 
  everything, and their respective views seem to 
  constantly contrast. Drifters have been known to 
  make excellent leaders of parties, though often 
  they serve as the scout or spy where their skills 
  at stealth become most valuable. 
  Game Rule Information 
  Abilities: The drifter’s top ability is usually 
  Dexterity, since this allows him to react to 
  situations quicker, and avoid danger. A high 
  Intelligence will bring more skill points to put into 
  skills that can save him when in a tight spot, or 
  to outsmart the danger they often gets into. 
  Hit Die: d6 
  Starting Rupees: 5d4 x 10 
  Class Skills 
  The drifter’s class skills (and the key abilities for 
  each) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Craft 
  (Int), Decipher Script (Int), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Forgery 
  (Int), Gather Information (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Listen (Wis), Move 
  Silently (Dex), Open Lock (Dex), Perform (Cha), 
  Profession (Wis), Read Lips (Int), Ride (Dex), 
  Sleight of Hand (Dex), Search (Int), Sense 
  Motive (Wis), Spot (Wis), Tumble (Dex), Use 
  Magic Device (Cha), Use Rope (Dex). 
  Skill Points at First level: (6 + Int mod) x 4 
  Skill Points at Each Additional Level: 6 + Int 
  mod.  
  Class Features 
  Weapon and Armor Proficiency: A drifter’s 
  weapon training focuses on weapons suitable for 
  stealth and sneak attacks. Thus, drifters are 
  proficient with all simple weapons and light 
  armor. 
  Drifter’s Luck: The drifter is a creature of 
  whims, and often, pure luck. Starting at 1st level, 
  the drifter may spend any number of magic 
  points to add as a luck bonus to any single roll he 
  makes. This ability may be used once per day 
  and once again for every five levels thereafter. 
  Sneak Attack: The drifter survives on stealth 
  and cunning, not brute force. In combat, a 
  drifter’s greatest chance of survival lies in 
  pinpointing an enemy’s weakness and exploiting 
  it. Any time a drifter’s target would be denied his 
  Dexterity bonus to Defense (whether or not the 
  target 
  actually 
  has 
  a 
  Dexterity 
  bonus 
  to 
  Defense), or when the drifter flanks the target, 
  the drifter’s attack deals an additional 1d6 points 
  of damage. Every four levels afterwards, the 
  rogue deals an additional +1d6 points of damage 
  with his sneak attacks. This damage is not 
  multiplied on a successful critical hit. Ranged 
  attacks may count as sneak attacks as long as 
  the target is within 30 feet. With an unarmed 
  attack (or a weapon meant to deal subdual 
  damage or knock opponents unconscious), the 
  drifter may attempt a sneak attack that deals 
  subdual damage rather than lethal damage. 
  However, the drifter cannot use a weapon that 
  deals subdual damage to deal lethal damage in a 
  sneak attack, even with the standard –4 penalty. 
  In order to use the sneak attack, the drifter must 
  be 
  attacking 
  something 
  with 
  a 
  discernible 
  anatomy. The drifter must be able to find and 
  pinpoint a vital biological weakness and strike at 
  it. Therefore, if a creature’s vitals are out of 
  range for a drifter’s sneak attack, the drifter 
  cannot sneak attack. Undead, plants, oozes, 
  Table 4-3: Drifter Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +0 
  +2 
  +1 
  +2 
   
  Drifter’s Luck (1/day), Sneak Attack 
  +1d6 
  2 
  +1 
  +0 
  +3 
  +2 
  +3 
   
   
  3 
  +2 
  +1 
  +3 
  +2 
  +3 
   
  Price Fixing +2 (¾), Uncanny Dodge 
  4 
  +3 
  +1 
  +4 
  +2 
  +4 
  +2 
   
  5 
  +3 
  +1 
  +4 
  +3 
  +4 
   
  Sneak Attack +2d6 
  6 
  +4 
  +2 
  +5 
  +3 
  +5 
   
  Drifter’s Luck (2/day) 
  7 
  +5 
  +2 
  +5 
  +4 
  +5 
   
  Improved Uncanny Dodge 
  8 
  +6 
  +2 
  +6 
  +4 
  +6 
  +3 
  Price Fixing +3 (½) 
  9 
  +6 
  +3 
  +6 
  +4 
  +6 
   
  Sneak Attack +3d6 
  10 
  +7 
  +3 
  +7 
  +5 
  +7 
   
   
  11 
  +8 
  +3 
  +7 
  +5 
  +7 
   
  Drifter’s Luck (3/day) 
  12 
  +9 
  +4 
  +8 
  +6 
  +8 
  +3 
  Last Resort (1/day) 
  13 
  +9 
  +4 
  +8 
  +6 
  +8 
   
  Price Fixing +4 (¼), Sneak Attack +4d6 
  14 
  +10 
  +4 
  +9 
  +6 
  +9 
   
  Last Resort (2/day) 
  15 
  +11 
  +5 
  +9 
  +7 
  +9 
   
  Drifter’s Luck (4/day) 
  16 
  +12 
  +5 
  +10 
  +7 
  +10 
  +4 
  Last Resort (3/day) 
  17 
  +12 
  +5 
  +10 
  +8 
  +10 
   
  Sneak Attack +5d6 
  18 
  +13 
  +6 
  +11 
  +8 
  +11 
   
  Price Fixing +5 (¼), Last Resort (4/day) 
  19 
  +14 
  +6 
  +11 
  +8 
  +11 
   
   
  20 
  +15 
  +6 
  +12 
  +9 
  +12 
  +4 
  Last Resort (5/day) 
  
   
   
  42
  constructs, 
  and 
  incorporeal 
  creatures 
  are 
  immune to sneak attacks. 
  Price Fixing: The drifter survives not only on 
  luck, but also on his ability to acquire what is 
  needed affordably and often secretively. The 
  drifter may use the Price Fixing ability. When the 
  drifter is attempting to purchase something, and 
  the price has been set, the drifter may attempt 
  to lower the price by bartering and haggling. The 
  drifter receives a +2 competency bonus to any 
  rolls needed to complete the transaction, and if 
  successful, may acquire the merchandise for up 
  to ¾ of the original starting sale price. For every 
  five levels, the bonus increases by +1 and 
  the drifter may take another ¼ off the 
  price (to a minimum of ¼ of the 
  original price). 
  Uncanny Dodge: A drifter’s life is 
  full of danger and surprise. The 
  drifter’s 
  senses 
  are 
  honed 
  to 
  perfection, 
  granting 
  an 
  almost 
  extraordinary sensitivity to danger 
  beforehand. Starting at 3rd level, 
  the drifter retains his Dexterity bonus 
  to Defense even when caught flat-
  footed or struck by invisible attackers. 
  Improved Uncanny Dodge: At 7th 
  level, the drifter is never considered 
  flanked, and retains his Dexterity 
  bonus to Defense. This negates 
  the ability of another drifter (or 
  class 
  with 
  sneak 
  attack 
  capabilities) 
  of 
  using 
  a 
  flanking to sneak attack the 
  drifter, unless they are at least 
  four levels higher than the drifter 
  is. 
  Last Resort: Danger is part and 
  parcel of the drifter’s life.  Starting 
  at 12th level, a drifter gains the 
  ability to improve his chances of 
  surviving nearly any attack.  A 
  drifter may add his class Defense 
  bonus to any single saving throw 
  once per day.  The drifter must 
  declare this the round before the 
  bonus takes place.  The bonus 
  lasts for a number of rounds equal 
  to the drifter’s Charisma bonus, or 
  until the drifter is forced to make a saving throw 
  of the type the bonus was applied to.  At every 
  second level above 12th, the drifter may use this 
  ability an additional time per day. 
  Noble 
  On the battlefields, warriors and wilderfolk are 
  unmatched. With inventions and creativity, no 
  one matches the genius of artisans. Academics 
  are experts of knowledge and lore almost 
  forgotten by the common populace. Performers 
  reign supreme amongst the mysterious and 
  dramatic, wizzrobes command the energies of 
  the Tri-Force directly, and drifters are the 
  unchallenged masters of the open road and 
  survival. When it comes to the courts of intrigue 
  and politics, no one can touch the noble. 
  Sweeping through the grand halls, lodges, 
  palaces and temples of the world, nobles are the 
  enigmatic cream of society. They are born and 
  bred into stations of power, whether a lowly 
  noble House, or the Princess of Hyrule, nobles 
  are the undisputed masters of their world. 
  Moreover, it is a world as fierce as any 
  battlefield, 
  rife 
  with 
  intrigue, 
  power 
  and 
  corruption, where a single misplaced word or 
  ill-judged coup can have worse effects than 
  the mere loss of life. 
  Adventures: Why would a noble, 
  no matter how lowly, risk life and 
  limb to travel out into the world? 
  Why bother when wealth, shelter, 
  and all the necessities of life are 
  provided for you? Well, some 
  nobles are not so lucky. Whether an 
  invading force has displaced them, 
  or they have set out in search of a 
  different path in life, nobles do in fact 
  adventure. Perhaps they do it less than 
  other classes, but they do it all the same. 
  Perhaps the noble has been betrayed 
  by his liege or Lord and must flee 
  from banishment, exile, or worse. 
  Perhaps the noble simply wishes 
  to travel in disguise and see the 
  world through the eyes of the 
  common folk. Whatever the 
  reason, adventure awaits, and 
  some nobles seem destined to 
  find it no matter what they 
  do. 
  Characteristics: 
  Nobles 
  are, 
  by 
  definition, 
  well-born 
  folk. 
  They 
  are 
  granted a higher station in life than most 
  folk by birth, blood, or some other 
  reason that holds claim to significant 
  power. Not all nobles are Princesses or 
  Lords though. Some may only be minor 
  Houses of a dynasty or Empire. Others 
  may simply be one step above 
  the common folk, raised on 
  the merits of generations of the ancestry working 
  for a common goal. By routine, nobles tend to 
  favor luxury. They seek comforts and are familiar 
  with the good things in life.  
  Focus: Nobles are a wildly varied group. Almost 
  all nobles are extremists in their focus. Examples 
  range from all races and nations. The noble 
  Houses of Hyrule, for example, have traditionally 
  favored a strong light focus while the gerudo 
  rulers have usually leaned towards shadow and 
  dark. A great deal of a noble’s focus depends on 
  their upbringing and surrounding. 
  
   
   
  43
  Background: Nobles are, to put it bluntly, noble. 
  They come from lands where a clear distinction 
  exists between various economic and social 
  categories, and they are the upper strata.   
  Races: Nearly every race has some distinction of 
  nobility within its make-up. A noble may come 
  from any race, though there are some limiting 
  restrictions among some races. For example, 
  females almost exclusively rule gerudos, with a 
  male having the opportunity to become a king 
  amongst them only once every 100 years 
  (provided there is a male amongst them at the 
  time). Dekus are notorious for following a 
  patriarchal line, nearly always having a king on 
  the throne of their lands. One of the few races 
  that do not have nobles as such is the kokiri, who 
  do not form such thickly layered political 
  hierarchies. Amongst the kokiri, nobles are the 
  village or tribal elders or the sons and daughters 
  of shamans. 
  Other Classes: Nobles get along with almost 
  every class equally. The noble’s skills in and out 
  of combat make them a fair addition to any 
  party, 
  and 
  their 
  leadership 
  abilities 
  are 
  unmatched. If there is a discordant match to be 
  made, it is with drifters. Often, the two classes’ 
  backgrounds are so incredibly different that it is 
  difficult for the two to find common ground. 
  Game Rule Information 
  Abilities: Charisma is by far the most important 
  ability for a noble, as it is his main weapon in the 
  deadly realm of politics. As backup, a high 
  Intelligence will allow him to think him way 
  around his opponent. Lastly, without the failsafe 
  of a high Wisdom, the noble will often fall prey to 
  the very tricks he often uses on his enemies. 
  Hit Die: d8 
  Starting Rupees: 7d4 x 10 
  Class Skills 
  The noble’s class skills (and the key abilities for 
  each) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Diplomacy 
  (Cha), 
  Gather 
  Information 
  (Cha), 
  Forgery 
  (Int), 
  Intimidate 
  (Cha), 
  Knowledge (history) (Int), Knowledge (law) (Int), 
  Knowledge (nobility and royalty) (Int), Profession 
  (Wis), Read Lips (Int), Sense Motive (Wis). 
  Skill Points at First Level: (6 + Int mod) x 6 
  Skill Points at Each Additional Level: 6 + Int 
  mod 
  Class Features 
  Weapon and Armor Proficiencies: A noble is 
  proficient in all simple and weapons, light armor 
  types and shields. 
  Natural Diplomat: Nobles are born to haggle 
  with others. Starting at 1st level, they receive a 
  +2 competence bonus to any Diplomacy checks. 
  The bonus increases by +1 every four levels. 
  Inspire: Nobles inspire confidence in those they 
  command or assist. By orating to allies, who 
  must be within hearing range of the noble, the 
  noble can grant morale bonuses to his comrades. 
  The noble must pass a Diplomacy check (DC 10 
  + 1 per 3 allies inspired), and spend at least one 
  round orating. All who are affected gain a +1 
  morale bonus to attack rolls, skill checks, saving 
  throws, and skill checks for 5 rounds per round 
  the noble orated. The bonuses increase by +1 
  every four levels. 
  Synergy: The nobles commanding presence can 
  be a great boon to his comrades in times of 
  stress. Any time the noble is either involved in a 
  coordinated effort with more than one other 
  person, or directly supervises (and can direct 
  verbally) the efforts of others, he grants them a 
  +2 morale bonus to the die roll. Common 
  Table 4-4: Noble Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +1 
   
  Natural Diplomat +2 
  2 
  +1 
  +0 
  +2 
  +3 
  +2 
   
  Inspire +1 
  3 
  +2 
  +1 
  +2 
  +3 
  +2 
   
  Synergy +2 
  4 
  +3 
  +1 
  +2 
  +4 
  +2 
  +2 
   
  5 
  +3 
  +1 
  +3 
  +4 
  +3 
   
  Natural Diplomat +3 
  6 
  +4 
  +2 
  +3 
  +5 
  +3 
   
  Inspire +2 
  7 
  +5 
  +2 
  +4 
  +5 
  +4 
   
  Synergy +3 
  8 
  +6 
  +2 
  +4 
  +6 
  +4 
  +3 
   
  9 
  +6 
  +3 
  +4 
  +6 
  +4 
   
  Regal Bearing (skills), Natural Diplomat +4 
  10 
  +7 
  +3 
  +5 
  +7 
  +5 
   
  Inspire +3 
  11 
  +8 
  +3 
  +5 
  +7 
  +5 
   
  Synergy +4 
  12 
  +9 
  +4 
  +6 
  +8 
  +6 
  +3 
   
  13 
  +9 
  +4 
  +6 
  +8 
  +6 
   
  Magical Command, Natural Diplomat +5 
  14 
  +10 
  +4 
  +6 
  +9 
  +6 
   
  Inspire +4, Regal Bearing (attacks) 
  15 
  +11 
  +5 
  +7 
  +9 
  +7 
   
  Synergy +5 
  16 
  +12 
  +5 
  +7 
  +10 
  +7 
  +4 
   
  17 
  +12 
  +5 
  +8 
  +10 
  +8 
   
  Natural Diplomat +6 
  18 
  +13 
  +6 
  +8 
  +11 
  +8 
   
  Inspire +5 
  19 
  +14 
  +6 
  +8 
  +11 
  +8 
   
  Synergy +6 
  20 
  +15 
  +6 
  +9 
  +12 
  +9 
  +4 
   
  
   
   
  44
  cooperative tasks include skills that are being 
  used (such as two comrades attempting a Heal 
  check on a wounded party member), combat 
  (flanking or ganging up – bonus is added to the 
  attack rolls), or even ability checks (2 people 
  trying to ram down a door). Every four levels the 
  bonus increases by +1. To use the ability 
  requires a full round action of either exemplary 
  action or oratory direction. The noble can do 
  nothing else during this time, and for each round 
  the noble wishes to continue granting the 
  bonuses, he must continue to use the ability as a 
  full round action. 
  Regal 
  Bearing: 
  The 
  noble’s 
  heritage 
  and 
  command of himself is a powerful attribute. In 
  times of great stress, the noble almost literally 
  uses the force of his personality to bail him out of 
  hazardous situations. At 9th level, the 
  noble may substitute his Charisma 
  bonus for any other ability score 
  bonus on a skill check. Thus, a 
  noble attempting to make a 
  Climb 
  check 
  may 
  use 
  his 
  Charisma bonus instead of 
  his Strength bonus. At 14th 
  level, 
  the 
  noble 
  may 
  substitute 
  his 
  Charisma 
  bonus for his Strength and 
  Dexterity bonus on attack 
  and 
  damage 
  rolls. 
  The 
  noble may use this ability 
  a number of times per day 
  equal to half his current 
  noble level. 
  Magical 
  Command: 
  Eventually, the noble gains a 
  greater insight into his own 
  powers of persuasion and command. 
  At 13th level, the noble may spend any number 
  of magic points to add to any Charisma based 
  skill check or action. This ability does not stack 
  with his Regal Bearing ability. The noble may 
  also permanently spend magic points to increase 
  his Leadership score (see the Leadership feat, 
  Player’s Handbook). For every five permanent 
  magic points the noble spends, he may increase 
  his Leadership score by 1 point. Doing so grants 
  all the benefits that an increase in a Leadership 
  score normally would. 
  Performer 
  There is always a place for wit and charm, and 
  there is always a place for the singers of songs 
  and tellers of tales. Performers are just those 
  folk. They are the adventuring artists of the 
  world, traveling back and forth and leaving as 
  much lore behind as tales and gossip. Performers 
  sow the seeds of legends – they are the 
  purveyors of mythology and the keepers of 
  history through their songs, dances, music, and 
  prose. 
  Adventures: What better way to find the next 
  great legend or story than to live it yourself? 
  That is exactly the driving force behind many 
  performers 
  who 
  set 
  out 
  for 
  adventure. 
  Performers seek adventure for the opportunity it 
  lends them to discover new tales and myths as 
  well as the opportunity to make those tales and 
  myths themselves.     
  Characteristics: Performers are a varied lot. 
  They tend to be extroverted, charismatic folk, 
  drawn to intrigue, danger, and adventure as a 
  moth is drawn to flame. Their personalities are as 
  varied 
  as 
  their 
  backgrounds, 
  though most 
  performers tend to have an extreme charm to 
  them. Their performances make them excellent 
  support members of any party, and their combat 
  abilities more than lend them a hand in any 
  party’s ranks of warriors. 
  Focus: Performers lean towards the shadow 
  aspect as much as they do light and dark. Their 
  backgrounds and personalities are often so 
  diverse; there is no defining factor by which to 
  classify the majority of performers. Though 
  many display roguish traits and quirks, 
  there are just as many who strongly 
  hold towards strong moral and 
  ethical codes. 
  Background: Performers come 
  from all lifestyles. The talent 
  and charisma it takes to be a 
  performer can come from 
  anywhere 
  or 
  anyone, 
  regardless of background. 
  However, it must be said 
  that a sizable majority of 
  performers 
  come 
  from 
  middle 
  class 
  upbringings 
  where 
  time and luxury afforded them the 
  ability to learn their crafts.  
  Races: 
  Almost 
  all 
  races 
  have 
  performers within their ranks. 
  More than any other race, 
  zorans 
  are 
  inclined 
  to 
  become 
  performers. 
  Hylians 
  are also known for their knack of art and 
  performance as well. Gerudos and gorons are not 
  well known for their performers, favoring more 
  martial or stealthy classes. 
  Other Classes: Performers are the ultimate 
  support members of any party. As such, they get 
  along great with just about every class. Having 
  said that, they share the most in common with 
  drifters and artisans who have large repertoires 
  of skills and abilities to utilize. Performers are 
  able to back-up and even equal spellcasters in 
  certain circumstances, though at times an 
  animosity can occur between those who use 
  latent magic and those who use active magic. 
  
   
   
  45
  Game Rule Information 
  Abilities: To be a performer, you 
  need to know how to work the 
  crowds. 
  Therefore, 
  performers 
  need a high Charisma to sell their 
  performance, a high Wisdom to 
  read their audience, and a 
  high Constitution to keep 
  performing 
  longer 
  than 
  their competition! 
  Hit Die: d6 
  Starting Rupees: 4d4 x 10 
  Class Skills 
  The performer’s class skills 
  (and the key abilities for each) 
  are Appraise (Int), Bluff (Cha), 
  Concentration (Con), Craft (Int), 
  Decipher 
  Script 
  (Int), 
  Gather 
  Information 
  (Cha), 
  Perform 
  (Cha), Profession (Wis), Sense 
  Motive (Wis). 
  Skill Points at First Level: (6 
  + Int mod) x 4 
  Skill Points at Each Additional Level: 6 + Int 
  mod 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  A 
  performer is proficient in all simple weapons, 
  light armor, and shields. 
  Performance: A performer’s life is built around 
  and dedicated to performing. Their talents at 
  performing are varied, and they are able to 
  encompass everything from aiding their friends in 
  combat to influencing others. At 1st level, and 
  every other level thereafter, the performer gains 
  a performance.  See Chapter 5: Tricks of the 
  Trade for a complete list of all performances 
  available. 
  Conscious Demeanor: The performer is a 
  master of using his charm and wit to make an 
  appearance to others. Starting at 2nd level, the 
  performer may add half his performer level to 
  any Bluff, Diplomacy, Disguise, Gather 
  Information, 
  and 
  Intimidate 
  checks. This ability may be used 
  an additional time per day for 
  every four levels of the performer. 
  Performer’s Grace: The performer 
  makes it by with wit, charm, and 
  keen senses. Once per day, the 
  performer may choose any single 
  saving throw he is forced to make 
  that would ordinarily not allow a save 
  for half damage or effect. If he 
  succeeds at the save, he takes only 
  half damage or effect. 
  Magical 
  Appeal: 
  The 
  performer 
  is 
  not 
  only 
  a 
  charismatic entertainer; he 
  is also sensitive to the 
  magical energies of the Tri-
  Force 
  that 
  surround the world. The 
  performer may spend any number of magic 
  points and add it to any Performance skill checks. 
  He may do this at will as a free action. 
  Warrior 
  The warrior is a born combatant, able to trade 
  blows with the best of them. His natural talent 
  with weapons is enhanced by the skills he learns, 
  creating a powerhouse of combat maneuvers, 
  abilities, and tactics.    
  Adventures: Many warriors seek out adventure 
  for the same reason any other class does: 
  Namely, the excitement of seeing the world and 
  Table 4-5: Performer Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +1 
   
  2 Performances 
  2 
  +1 
  +0 
  +2 
  +3 
  +2 
  +2 
  Conscious Demeanor (1/day) 
  3 
  +2 
  +1 
  +2 
  +3 
  +2 
   
  Performance 
  4 
  +3 
  +1 
  +2 
  +4 
  +2 
  +3 
   
  5 
  +3 
  +1 
  +3 
  +4 
  +3 
   
  Performance 
  6 
  +4 
  +2 
  +3 
  +5 
  +3 
  +3 
  Conscious Demeanor (2/day) 
  7 
  +5 
  +2 
  +4 
  +5 
  +4 
   
  Performance 
  8 
  +6 
  +2 
  +4 
  +6 
  +4 
  +4 
  Performer’s Grace 
  9 
  +6 
  +3 
  +4 
  +6 
  +4 
   
  Performance 
  10 
  +7 
  +3 
  +5 
  +7 
  +5 
  +4 
  Conscious Demeanor (3/day) 
  11 
  +8 
  +3 
  +5 
  +7 
  +5 
   
  Performance 
  12 
  +9 
  +4 
  +6 
  +8 
  +6 
  +6 
  Magical Appeal 
  13 
  +9 
  +4 
  +6 
  +8 
  +6 
   
  Performance 
  14 
  +10 
  +4 
  +6 
  +9 
  +6 
  +6 
  Conscious Demeanor (4/day) 
  15 
  +11 
  +5 
  +7 
  +9 
  +7 
   
  Performance 
  16 
  +12 
  +5 
  +7 
  +10 
  +7 
  +8 
   
  17 
  +12 
  +5 
  +8 
  +10 
  +8 
   
  Performance 
  18 
  +13 
  +6 
  +8 
  +11 
  +8 
  +8 
  Conscious Demeanor (5/day) 
  19 
  +14 
  +6 
  +8 
  +11 
  +8 
   
  Performance 
  20 
  +15 
  +6 
  +9 
  +12 
  +9 
  +10 
   
  
   
   
  46
  the thrill of adventure. Some warriors are sucked 
  into adventure because of their skill with 
  weapons. Perhaps they are relied upon to deal 
  with some dangerous threat that only they have 
  the skill to handle.    
  Characteristics: Warriors tend to have strong, 
  solid personalities. The confidence that their skill 
  in weapons breeds in them is apparent to all 
  around them.  
  Focus: Warriors fight for any number of reasons. 
  For some, the light focus is pivotal, as it 
  exemplifies their belief in something higher than 
  them and the responsibility that comes with skill 
  in weapons. For others, the strength they 
  possess because of their martial training bends 
  them towards the dark focus, as they use their 
  power 
  to 
  dominate 
  or 
  terrorize 
  others. 
  Somewhere between heroes and villains, there 
  are those who use their skills for personal gain or 
  survival. These warriors often favor the shadow 
  focus, as it best describes the life they lead. 
  Background: Perhaps more than any other class, 
  warriors can come from any background. While 
  the upper classes and nobility certainly grant the 
  luxury of time and training to those who wish to 
  learn, any commoner with the inclination and 
  talent can find someone willing to teach them the 
  basics of swordplay. 
  Races: Almost every race counts warriors 
  amongst its members. While some races are less 
  inclined to do so, such as the dekus and zorans, 
  others such as the gorons and hylians have a 
  great many warriors in their midst. A great 
  warrior once said, “Where there is conflict there 
  are soldiers”. This is all too true of the lands 
  beneath the Tri-Force. 
  Other Classes: Due to their martial nature, 
  warriors are perhaps best inclined to pair 
  effectively with wilderfolk. The two, if radically 
  different in their approach to combat, are both 
  effective on the battlefield. Drifters provide 
  excellent backup for warriors, allowing the 
  warriors to draw the attention of an enemy while 
  a drifter strikes the deciding blow. Performers 
  also get on with warriors well. Their dualistic 
  nature and supportive abilities make them great 
  additions to any combat situation, and their own 
  skills with weaponry make them more than 
  welcome in any fight. Wizzrobes are tricky to pair 
  with. While the combination of steel and sorcery 
  is a powerful matching, it is difficult at times for 
  the two classes to trust each other well enough 
  to feel comfortable mixing their talents. 
  Game Rule Information 
  Abilities: As combatants, the physical abilities 
  are the most important to Warriors. High 
  Strength increases their melee attack abilities, 
  while Dexterity increases their ranged attacks 
  and their defense. Constitution gives them more 
  hit points, a resource that can get all too low in 
  the long drawn out battles of Hyrule. 
  Hit Die: d10 
  Starting Rupees: 5d4 x 10 
  Class Skills 
  The warrior’s class skills (and the key abilities for 
  each) are Climb (Str), Craft (Int), Intimidate 
  (Cha), Jump (Str), Profession (Wis), Ride (Dex), 
  Swim (Str). 
  Skill Points at First Level: (2 + Int mod) x 4 
  Skill Points at Each Additional Level: 2 + Int 
  mod 
  Table 4-6: Warrior Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +0 
   
  Bonus Feat 
  2 
  +2 
  +3 
  +2 
  +0 
  +0 
   
   
  3 
  +3 
  +3 
  +2 
  +1 
  +1 
   
  Battle Focus 
  4 
  +4 
  +4 
  +2 
  +1 
  +1 
  +2 
  Bonus Feat 
  5 
  +5 
  +4 
  +3 
  +1 
  +1 
   
   
  6 
  +6 
  +5 
  +3 
  +2 
  +2 
   
  Bonus Feat, Weapon Specialization 
  7 
  +7 
  +5 
  +4 
  +2 
  +2 
   
   
  8 
  +8 
  +6 
  +4 
  +2 
  +2 
  +3 
   
  9 
  +9 
  +6 
  +4 
  +3 
  +3 
   
   
  10 
  +10 
  +7 
  +5 
  +3 
  +3 
   
  Bonus Feat 
  11 
  +11 
  +7 
  +5 
  +3 
  +3 
   
   
  12 
  +12 
  +8 
  +6 
  +4 
  +4 
  +3 
   
  13 
  +13 
  +8 
  +6 
  +4 
  +4 
   
  Bonus Feat 
  14 
  +14 
  +9 
  +6 
  +4 
  +4 
   
   
  15 
  +15 
  +9 
  +7 
  +5 
  +5 
   
  Combat Mastery 
  16 
  +16 
  +10 
  +7 
  +5 
  +5 
  +4 
  Bonus Feat 
  17 
  +17 
  +10 
  +8 
  +5 
  +5 
   
   
  18 
  +18 
  +11 
  +8 
  +6 
  +6 
   
   
  19 
  +19 
  +11 
  +8 
  +6 
  +6 
   
  Bonus Feat 
  20 
  +20 
  +12 
  +9 
  +6 
  +6 
  +4 
   
  
   
   
  47
  Class Features 
  Weapon and Armor Proficiencies: A warrior is 
  proficient in all simple and martial weapons, all 
  armor types and shields. 
  Bonus Feats: At 1st level, and every three 
  levels thereafter, a warrior gains a bonus feat. 
  This feat must be selected from the list below: 
  Alertness, Blind-Fight, Combat Expertise, Combat 
  Reflexes, 
  Diehard, 
  Dodge, 
  Mobility, 
  Spring 
  Attack, Endurance, Exotic Weapon Proficiency, 
  Improved Disarm, Improved Trip, Whirlwind 
  Attack, 
  Great 
  Fortitude, 
  Improved 
  Critical, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Mounted Combat, Mounted Archery, Trample, 
  Ride-By Attack, Spirited Charge, Point Blank 
  Shot, Far Shot, Manyshot, Precise Shot, Rapid 
  Shot, Shot on the Run, Power Attack, Cleave, 
  Great Cleave, Improved Bull Rush, Improved 
  Overrun, Improved Sunder, Quick Draw, 
  Rapid Reload, Reckless Blows, Run, 
  Toughness, 
  Two-Weapon 
  Fighting, 
  Improved 
  Two-
  Weapon 
  Fighting, 
  Greater 
  Two-Weapon, Weapon Finesses, 
  Weapon Focus, Greater Weapon 
  Focus, 
  Greater 
  Weapon 
  Specialization.  The warrior must 
  meet all prerequisites for taking a feat 
  just as he normally would. 
  Battle Focus: A warrior lives by combat. For him 
  there is nothing else, and his survival depends on 
  it. Starting at 3rd level, a warrior may choose to 
  spend any number of magic points to add as a 
  bonus to attack or damage rolls. 
  Weapon Specialization: The warrior is a 
  true 
  master 
  of 
  weapons. 
  While 
  other 
  combatants rely on speed or agility, the 
  warrior relies on his prowess with his arms. At 
  seventh level, a warrior gains access to the 
  Weapon Specialization feat. This feat may be 
  taken as either a general feat, or as one of his 
  bonus feats. 
  Combat Mastery:  At 15th level, the warrior 
  may “burn” his strength in an attempt to 
  devastate an opponent. The warrior must declare 
  that he is using this ability at the start of his 
  round. For that round, any attack actions the 
  warrior 
  makes 
  receive 
  automatic 
  maximum 
  damage on the rolls, including critical hits. After 
  the round in which the warrior uses this ability, 
  he is considered fatigued (-2 to Str and Dex, 
  can’t charge or run) for a number of rounds 
  equal to 10 - Constitution bonus. The warrior 
  may use this ability only once per day. It does 
  not stack with the warrior’s Battle Focus ability. 
  Wilderfolk 
  In the depths of the oldest forests, in the dunes 
  of the hottest deserts, and in the abyss of the 
  deepest lakes there are wilderfolk. The protectors 
  of the wilderness, wilderfolk are the wild, 
  untamed warriors of the world. Their skills rely 
  and focus upon quick wits, speed, and defense. 
  In 
  the 
  environs 
  of 
  nature, 
  wilderfolk 
  are 
  unmatched in their combat prowess. 
  Adventures: Adventure seeks out wilderfolk, 
  just as wilderfolk seek out adventure. Many 
  wilderfolk take their abilities and use it to protect 
  their 
  native 
  environs. 
  Wilderfolk 
  are 
  not 
  necessarily grisly woodsmen who wear the skins 
  of their kills and smell of the forest. They are 
  warriors who have found an insightful method of 
  combat in learning the secrets of nature’s ways. 
  Wilderfolk are also drawn to the protection of 
  others, and as befits their role in such matters, 
  often act as the heroes of the native lands.   
  Characteristics: While not necessarily loners by 
  nature, wilderfolk tend to be the odd man out. 
  They are not as numerous as most other classes, 
  and by nature, it takes someone in tune with the 
  wilds to become a wilderfolk. For this reason, 
  many wilderfolk tend to be somewhat reclusive, 
  tough not anti-social. They often are well known 
  in their communities or regions, and their travels 
  take them far afield granting them a good sense 
  of worldliness. 
  Focus: Wilderfolk lean strongly toward 
  the 
  light 
  focus. 
  Their 
  role 
  as 
  protectors of the wilds and others 
  empowers them with a great 
  responsibility 
  towards 
  the 
  forces of good. While it has 
  been known for a dark or 
  shadow focused wilderfolk to 
  appear in history, most tend 
  toward the light focus with no 
  misgivings. 
  The 
  life 
  of 
  a 
  wilderfolk is filled with far-
  reaching travels. These often 
  grant the wilderfolk with a 
  generous exposure to other 
  cultures, 
  allowing 
  the 
  wilderfolk a learned flexibility 
  in accepting other folk for 
  what they are. 
  Background: 
  Wilderfolk 
  come 
  from 
  all 
  backgrounds. Admittedly, only a rare odd ball 
  ever comes from noble or high standing. The life 
  of a wilderfolk demands rigorous training and 
  bonding with the ways of nature. Most wilderfolk 
  come from remote or rural regions, and often hail 
  from common, if not honorable ancestry. 
  Races: Of all the races, the kokiri have the 
  greatest number of wilderfolk. While this may 
  seem odd the isolationist race, the kokiri share a 
  strong bond with the spirit of the forests they 
  inhabit, and thus find it easy to slide into the role 
  of a wilderfolk. Gerudos, also known to be 
  isolationistic and secretive, have known quite a 
  few wilderfolk among their kind as well. Zorans, 
  gorons, and dekus do harbor the occasional 
  wilderfolk. Even rarer is the hylian wilderfolk, of 
  
   
   
  48
  which Link, the Legendary Hero of Time, is the 
  most famous. 
  Other Classes: Wilderfolk find it easy to get 
  along with just about any other class, so long as 
  the class does not stray too far from the precepts 
  the wilderfolk is guided by. Occasional friction 
  with wizzrobes may occur, as well as nobles, but 
  overall, wilderfolk find it easy enough to accept 
  others for what they are. Drifters and warriors 
  make great accomplices for a wilderfolk’s party, 
  as both are highly skilled in their respective 
  areas. 
  Game Rule Information 
  Abilities: 
  Wilderfolk 
  value 
  Dexterity 
  over 
  Strength when out in the wilderness, but as 
  combatants, both abilities are useful to them. 
  Wisdom follows closely behind and it assists their 
  efforts to become one with their environment. 
  Hit Die: d10 
  Starting Rupees: 3d4 x 10 
  Class Skills 
  The wilderfolk’s class skills (and the key abilities 
  for each) are Climb (Str), Concentration (Con), 
  Craft (Int), Handle Animal (Cha), Heal (Wis), 
  Hide (Dex), Jump (Str), Knowledge (nature) 
  (Int), 
  Listen 
  (Wis), 
  Move 
  Silently 
  (Dex), 
  Profession 
  (Wis), 
  Ride 
  (Dex), 
  Spot 
  (Wis), 
  Survival (Wis), Swim (Str). 
  Skill Points at First Level: (4 + Int mod) x 4 
  Skill Points at Each Additional Level: 4 + Int 
  mod 
  Class Features 
  Weapon and Armor Proficiencies: A wilderfolk 
  is proficient in all simple and martial weapons, 
  light armor, and shields. 
  Wild Sense: Wilderfolk are proficient in their 
  native terrains. At 1st level, a wilderfolk chooses 
  a native terrain type (forest, plains, mountain, 
  desert, swamp, sea). A wilderfolk gains a +2 
  competence bonus to Handle Animals checks 
  when dealing with animals native to his chosen 
  terrain type.  He also gains a +1 competence 
  bonus on Knowledge (nature), and Survival 
  checks in his native terrain. Every five levels 
  thereafter, the wilderfolk may either increase the 
  bonuses to these skills by +2, or choose another 
  terrain type to begin applying new bonuses to.  
  Thus a wilderfolk who chooses forests at 1st 
  level, 6th level, and 11th level, and deserts at 
  16th level would have a +6 to the relevant skill 
  checks in relation to forests, and +2 in relation to 
  deserts.  
  Attunement: 
  The 
  wilderfolk 
  gains 
  the 
  Attunement feat free at 1st level. 
  Instinct: A wilderfolk survives on instinct and 
  alertness. Starting at 2nd level, the wilderfolk 
  gains a +2 competence bonus to Initiative 
  checks. Every six levels, the bonus increases by 
  another +2. 
  Track: The wilderfolk gains the Track feat free at 
  4th level. 
  Terrain Speed: When moving through any 
  terrain the wilderfolk has acquired under their 
  Wild Sense ability he gains +5 feet to his race’s 
  base speed. Every five levels, the wilderfolk 
  receives an additional +5 feet to his base speed 
  when moving through favored terrains. 
  Terrain Defense: The wilderfolk is aware of the 
  ways of his chosen terrains. When fighting in 
  terrains designated under his Wild Sense ability, 
  the wilderfolk is granted a +2 competence bonus 
  to Defenses and Saving Throws 
  Table 4-7: Wilderfolk Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Safe 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Point 
  Special 
  1 
  +1 
  +1 
  +2 
  +0 
  +2 
   
  Wild Sense, Attunement 
  2 
  +2 
  +2 
  +3 
  +0 
  +3 
   
  Instinct +2 
  3 
  +3 
  +2 
  +3 
  +1 
  +3 
   
   
  4 
  +4 
  +2 
  +4 
  +1 
  +4 
  +2 
  Track 
  5 
  +5 
  +3 
  +4 
  +1 
  +4 
   
  Terrain Speed 
  6 
  +6 
  +3 
  +5 
  +2 
  +5 
   
  Wild Sense 
  7 
  +7 
  +4 
  +5 
  +2 
  +5 
   
   
  8 
  +8 
  +4 
  +6 
  +2 
  +6 
  +3 
  Instinct +4 
  9 
  +9 
  +4 
  +6 
  +3 
  +6 
   
  Terrain Defense 
  10 
  +10 
  +5 
  +7 
  +3 
  +7 
   
  Terrain Speed 
  11 
  +11 
  +5 
  +7 
  +3 
  +7 
   
  Wild Sense 
  12 
  +12 
  +6 
  +8 
  +4 
  +8 
  +3 
   
  13 
  +13 
  +6 
  +8 
  +4 
  +8 
   
   
  14 
  +14 
  +6 
  +9 
  +4 
  +9 
   
  Instinct +6 
  15 
  +15 
  +7 
  +9 
  +5 
  +9 
   
  Terrain Speed 
  16 
  +16 
  +7 
  +10 
  +5 
  +10 
  +4 
  Wild Sense 
  17 
  +17 
  +8 
  +10 
  +5 
  +10 
   
  Magic Focus 
  18 
  +18 
  +8 
  +11 
  +6 
  +11 
   
   
  19 
  +19 
  +8 
  +11 
  +6 
  +11 
   
   
  20 
  +20 
  +9 
  +12 
  +6 
  +12 
  +4 
  Instinct +8, Terrain Speed 
  
   
   
  49
  Magic Focus: A wilderfolk gains greater insight 
  into the connection of all living things as they 
  gain experience and wisdom. Once per day, a 
  wilderfolk may spend any number of magic 
  points to add to either his Defense rating or 
  Saving Throws. 
  Wizzrobe 
  To be a wizzrobe is to be different.  They 
  construct spells with Shadow, vast illusions and 
  many more unsavory ones. The construct spells 
  with Fire, burning brightly in the night. They 
  construct spells with Water, providing a respite 
  for himself and others. They construct spells with 
  Light, seeking knowledge. They construct spells 
  with Forest, communing with life. They construct 
  spells with Spirit, touching the intangible. Each 
  aspect has its own powers and the Wizzrobe is 
  capable of learning them all. 
  Each wizzrobe has his own 
  reasons for taking up this 
  path; may the Goddesses 
  have pity on those that 
  cross the path of the 
  wrong one. 
  Adventures: 
  The 
  wizzrobe 
  is 
  usually 
  a 
  scholar 
  by 
  vocation, 
  though not to the same 
  degree as an academic.  
  They usually stay close to 
  home, or wherever it is 
  that they ply their magical 
  trade, and try to stay out 
  of trouble.  Many a lost 
  artifact lies waiting at the 
  end 
  of 
  an 
  adventure 
  however, 
  and 
  the 
  wizzrobes skills come in 
  handy. 
   
  Wizzrobes 
  sometimes 
  head 
  expeditions 
  on 
  some 
  hidden agenda.  Many 
  Wizzrobes adventure in 
  order to acquire rare components needed for 
  their meditations when trying to learn a new 
  spell.  
  Characteristics: No stereotype truly fits the 
  wizzrobe, for the wizzrobe comes from all 
  lifestyles.  Much like the academic, the wizzrobe 
  cares little for more mundane matters, except 
  when they directly affect his plans. When not 
  honing their magical skills, Wizzrobes tend to 
  carry on other activities.  Some might be 
  involved in the political arena, while another 
  might own and operate a shop. 
  Focus: Wizzrobes may be of any alignment.  
  None can predict where a wizzrobe's Focus might 
  lie.  A majority of Wizzrobes are of the Shadow 
  Focus, however.  Wizzrobes are sometimes the 
  most avid followers of the Goddesses, for they 
  know first hand what power they left behind.  
  Wizzrobes, unlike many others, understand that 
  the Goddesses themselves are gone, but their 
  legacy has been left behind, and their memory 
  should be preserved.  Wizzrobes usually have 
  respect for all three Goddesses. 
  Background: Whether mere dabblers in their art 
  or full time wielders of magic, wizzrobes come 
  from every lifestyle imaginable.  Some are born 
  with an innate talent in the art that they pursue 
  and hone; others simply have a desire to learn.  
  Whatever their reasons for seeking this path, 
  most dedicate themselves to it for life. 
  Races: Of the races of Hyrule and beyond, the 
  Hylians practice magic most frequently, their 
  adaptable natures giving them a slight edge over 
  other races when it comes to wielding magic. 
  Kokiri, having something of the magic of the 
  Forest infused in them, are also found following 
  careers as Wizzrobes. Gerudo are notorious for 
  their strength with Shadow magic; one of the 
  most 
  powerful 
  Wizzrobes 
  ever, 
  Ganondorf 
  Dragmire, was Gerudo. All of the races have 
  some aptitude for magic, but the 
  deku, gorons, subrosians, and 
  moblins are least likely to 
  follow 
  the 
  path 
  of 
  the 
  wizzrobe. The zorans and 
  the Tokay are sometimes 
  found 
  in 
  the 
  role 
  of 
  wizzrobe, though it is not 
  common. 
  Other 
  Classes: 
  Wizzrobes 
  usually 
  get 
  along well with most of 
  the other classes.  They 
  rely on these people for 
  protection while casting 
  spells, after all.  They 
  sometimes 
  get 
  into 
  arguments 
  with 
  Academics, 
  usually 
  on 
  some topic they are both 
  knowledgeable 
  in, 
  but 
  these are usually friendly disagreements.  Nobles 
  sometimes irk the wizzrobe, who usually cares 
  little for the affairs that the Nobles very lives are 
  centered on. 
  Game Rule Information 
  Abilities: The most important attribute of the 
  wizzrobe depends on where the focus of his 
  magic lies.  If he excels in Fire, Constitution is his 
  most important attribute.  If his prowess is in 
  Light, then Intelligence is his focus.  If he has a 
  bent for Spirit or Shadow magic, then Charisma.  
  If he wishes to pursue Water or Forest spells, 
  Wisdom is the key.  Constitution is also good for 
  bonus hit points, and higher Fortitude saves.  
  Dexterity is always important, providing a bonus 
  to Defense, which is very important to the 
  
   
   
  50
  wizzrobe. Of all the attributes, Strength is 
  probably the least important to a run-of-the-mill 
  wizzrobe. 
  Hit Die: d4 
  Starting Rupees: 3d4 x 4 
  Class Skills 
  The wizzrobe’s class skills (and the key abilities 
  for each) are Concentration (Con), Craft (Int), 
  Gather Information (Cha), Knowledge (Any) 
  (Int), 
  Profession 
  (Wis), 
  Scry 
  (Int), 
  Speak 
  Language (None), Spellcraft (Int). 
  Skill points at First level: (4 + Int mod) x 4 
  Skill points at Each Additional Level: 4 + Int 
  mod 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  The 
  wizzrobe is proficient with all simple weapons.  
  The wizzrobe is not proficient with any type of 
  armor or shield, but may use feats in order to 
  become proficient.   
  Aspects: At first level the wizzrobe chooses two 
  Aspects from the six Aspects of magic.  The 
  wizzrobe begins play with access to those two 
  Aspects, and must divide his starting magic 
  points amongst them accordingly.  Every fourth 
  level thereafter, the wizzrobe gains access to one 
  Aspect of choice. He may not begin to assign his 
  magic points gained from taking levels in the 
  wizzrobe class to an Aspect until he gains access 
  to it, nor may he accumulate bonus magic points 
  for an Aspect until he gains access to it.  Bonus 
  magic points gained are not retroactive, meaning 
  that he does not gain bonus magic points for 
  levels that he did not have access to the Aspect. 
  Spells: The wizzrobe starts with all the 0-level 
  spells from his two starting Aspects, and any 
  three first level spells of their choice from these 
  Aspects, in addition to a Custom Spell. At each 
  level, the wizzrobe can learn any two spells of his 
  choice from any Aspect he knows, which are no 
  higher than half his level (rounded upwards). 
  Additional 
  spells 
  may 
  be 
  researched 
  by 
  expending experience points and rupees as 
  normal. 
  Custom Spell: At 1st level and every two levels 
  thereafter, the wizzrobe gains a bonus Custom 
  Spell feat. 
  Bonus Feats: At each interval the wizzrobe may 
  choose a bonus feat from the following bonus 
  feat 
  list: 
  Augment 
  Summoning, 
  any 
  Item 
  Creation 
  feat, 
  any 
  Tri-Force 
  feat, 
  Combat 
  Casting, Spell Focus, Greater Spell Focus, Spell 
  Penetration, Greater Spell Penetration, Iron Will, 
  and Skill Focus (Only skills on class skill list). The 
  wizzrobe must meet all prerequisites for taking a 
  feat just as he normally would. 
  Table 4-8: Wizzrobe Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
  +2 
  2 Aspects, Custom Spell 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +3 
   
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
  +3 
  Bonus Feat, Custom Spell 
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +4 
   
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
  +4 
  Custom Spell, Aspect 
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +6 
  Bonus Feat 
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
  +6 
  Custom Spell 
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +8 
   
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
  +8 
  Bonus Feat, Custom Spell, Aspect 
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
   
  11 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
  Custom Spell 
  12 
  +6 
  +4 
  +6 
  +8 
  +4 
  +12 
  Bonus Feat 
  13 
  +6 
  +4 
  +6 
  +8 
  +4 
  +12 
  Aspect, Custom Spell 
  14 
  +7 
  +4 
  +6 
  +9 
  +4 
  +12 
   
  15 
  +7 
  +5 
  +7 
  +9 
  +5 
  +14 
  Bonus Feat, Custom Spell 
  16 
  +8 
  +5 
  +7 
  +10 
  +5 
  +14 
   
  17 
  +8 
  +5 
  +8 
  +10 
  +5 
  +14 
  Aspect, Custom Spell 
  18 
  +9 
  +6 
  +8 
  +11 
  +6 
  +16 
  Bonus Feat 
  19 
  +9 
  +6 
  +8 
  +11 
  +6 
  +16 
  Custom Spell 
  20 
  +10 
  +6 
  +9 
  +12 
  +6 
  +16 
   
  
   
   
  51
  Chapter 5 Tricks of the Trade 
  Contained within this chapter are plenty of 
  performances, new feats and items to equip your 
  character with.  Legend of Zelda D20 is a unique 
  game, full of surprises and twists to help create a 
  sense of endless adventure for your campaigns.  
  While there are certainly a great deal of pre-
  published feats and items available Legend of 
  Zelda D20 game, the ones included here are 
  especially designed for the Legend of Zelda 
  setting. 
  Of special interest are three new types of feats: 
  Imbued feats, Tri-Force feats, and Tribal feats. 
  Performances 
  Performances 
  form 
  the 
  backbone 
  of 
  the 
  performer class.  Performances are a new, 
  special type of ability that provide a high level of 
  customization to the performer class.  Much like 
  feats, some performances have prerequisites that 
  must be met before taking the performance.   
  Acquiring Performances 
  At 1st level, a performer may pick from any two 
  performances that the character meets the 
  requirements for.  At every other level after that, 
  the performer receives another performance.  
  Performers 
  are 
  free 
  to 
  choose 
  from 
  any 
  performance they wish to at each interval so long 
  as they meet the performances prerequisites.  
  Note that much like gaining levels and advancing 
  to prestige classes, all the requirements must be 
  already met in order to choose a performance; 
  the performer may not advance a level, raise his 
  Constitution score a point, and then take a 
  performance that required a certain (and now 
  just-met) Constitution requirement. 
  Some performances may be taken more than 
  once.  In this case, there is no limit to the 
  number of times that particular performance may 
  be taken.  Each time a performance is taken 
  again, the effects stack, but so do the modifiers, 
  cost, and other attributes of the performance.  
  For example, the Flame Touch performance 
  allows a performer in the midst of a dance to 
  magically conjure the flaming special quality onto 
  his weapon causing an extra +1d6 points of fire 
  damage with each successful strike.  Each 
  additional time this performance is taken, the 
  effects stack, thus granting an additional +1d6 
  fire damage each time.  However, the magic 
  point cost, Performance DC modifiers, and other 
  factors also stack, so using stacked performances 
  is also vastly more expensive than using them 
  one at a time.  Keep in mind that if you possess 
  a performance more than once, you may choose 
  to voluntarily tone down the effect, using only as 
  much stack as you wish. 
  In keeping with the rules on abilities that stack, 
  
   
   
  52
  for example, the Flame Touch performance 
  grants no effect if used on a weapon that already 
  has the flaming special quality. 
  Using Performances 
  The use of performances is a standard action 
  unless otherwise noted in their description.  The 
  performer begins the performance by making a 
  Perform check.  This does not provoke an attack 
  of opportunity unless some other mitigating 
  factor would already provoke an attack of 
  opportunity anyways.  The Performance check 
  DC is always 10 + the performance’s DC 
  modifier.  IF the performer takes any damage 
  prior to the activation of a performance in the 
  process of initiation, the damage amount is 
  added into the Performance check DC as well.  
  The performer may never take 10 or 20 on this 
  check. 
  If successful, the performance is activated 
  granting all effects. 
  Each time a performance is taken, it must be 
  decided which of the two performance types it 
  will apply to: songs or dances. 
  Songs: Each time a song performance is chosen, 
  the performer must designate whether it is 
  performed as a vocal song or through a musical 
  instrument.  This decision cannot be altered later 
  and decides the activation for the performance.  
  Vocal songs require the performer to be able so 
  speak, at least in a conversational level audible 
  up to 10 feet away.  The performer must be able 
  to speak clearly and fluently, though the 
  language used does not matter so long as the 
  performer understands it. 
  Musical instrument performances require the 
  performer to have an instrument on hand (the 
  performer must have at least a single rank in 
  Perform with the instrument).  The music must 
  be audible 10 feet away.  The ranges of the song 
  may be widened to 30 feet with no problem, and 
  50 feet if the performer shouts.  Widening it 
  further requires both the expenditure of 1 magic 
  point and an increase in the Performance check 
  DC by +1 for each 10 foot addition to the radius. 
  Dances: Dances require the performer be able to 
  move freely (not tied, bound, grappled, magically 
  held, or physically imprisoned).  The performer 
  must have sole occupancy of his current square, 
  and must be unhindered in movement (armor 
  check penalties apply add in equal numbers to 
  the Performance check DC). 
  Both songs and dances are considered to end 
  after their initial round of activation.  The 
  performer may sustain the performance by 
  making a Performance check each round at the 
  original DC (additional damage continues to add 
  to this however).  These checks are considered 
  free actions and do not provoke attacks of 
  opportunity. 
  Multiple performances may be used in unison and 
  combined into a single performance though they 
  must all be of the same type (all songs or all 
  dances).  Doing so forces the performer to add 
  both (or all) Performance check DC modifiers to 
  the check each round and may require heavier 
  expenditure of other resources (such as magic 
  points). 
  Performance Breakdown 
  Each performance below is listed using the 
  following formula. 
  [Name] 
  DC Modifier: The addition that adds to the 
  Performance check DC (10 + this number + any 
  damage taken in the same round prior to making 
  the check). 
  MP Cost: Magic point cost, if any.  These points 
  must be spent in full as indicated.  However, due 
  to the performer’s ease of use with latent magic, 
  all such requirements may be drawn from the 
  Latent pool. 
  Effect: The actual effect of the performance in 
  game terms.  If the performance may be taken 
  multiple times, it is indicated here, along with 
  any special considerations that may entail. 
  Performance List 
  Abilities of the Goddesses 
  DC Modifier: +3. 
  Effect: 
  You 
  may 
  add 
  a 
  temporary 
  +1 
  enhancement bonus to one of your ability scores.  
  The bonus lasts until the performance ends.  This 
  performance may be taken multiple times. 
  Armor of the Tri-Force 
  DC Modifier: +20. 
  MP Cost: 10 per use. 
  Effect: For the duration of the performance, the 
  performer receives damage reduction 10 and 
  spell resistance 15 + the performer’s total 
  character levels against all attacks regardless of 
  type or energy, including spells.  This lasts for 
  the duration of the performance. 
  Battle Mourning 
  DC Modifier: +2. 
  Effect: Grants a +1 bonus on damage rolls to 
  the performer or to a designated target within 
  range (touch if a dance).  This performance may 
  be taken multiple times. 
  Battle Prelude 
  DC Modifier: +2. 
  Effect: Grants a +1 bonus on attack rolls to the 
  performer or to a designated target within range 
  (touch if a dance).  This performance may be 
  taken multiple times. 
  Beyond Ability 
  DC Modifier: +8. 
  Effect: Any single ally or the performer affected 
  by this performance may choose a single feat 
  from the feats known to that character.  All 
  
   
   
  53
  numeric bonuses, such as bonuses to attack, 
  Defense, saves, or other numerical factors are 
  doubled for the duration of this performance. 
  Call to War 
  DC Modifier: +10. 
  Effect: The performer or any affected ally 
  receives an additional attack each round at their 
  highest base attack bonus for the duration of the 
  performance.  That attack and all additional 
  attacks made in the round are made with a -2 
  penalty to the attack roll. 
  Conjoining Vulnerability 
  DC Modifier: +20. 
  MP Cost: 10 per use. 
  Effect: The performer causes a single affected 
  enemy to have the base values of any two saving 
  throws 
  reversed 
  for 
  the 
  duration 
  of 
  the 
  performance.  Note that this affects the base 
  values only, not bonuses due to enhancement, 
  feats, etc.  Bonuses continue to affect the proper 
  saving throw, despite its new position.  For 
  example, 
  a 
  performer 
  uses 
  Conjoining 
  Vulnerability against an enemy deku warrior 
  causing the deku’s Ref and Will save base values 
  to be swapped.  The deku’s Lightning Reflexes 
  feat continues to affect his Ref save in it’s new 
  position meaning that the total Ref save values, 
  including bonuses, are now in the Will save slot. 
  Defensive Euphony 
  DC Modifier: +2. 
  Effect: Grants a +1 dodge bonus on Defense to 
  the performer or to a designated target within 
  range (touch if a dance). 
  Din’s Fury 
  DC Modifier: +5. 
  Effect: You may substitute any other single 
  ability score bonus for your Strength bonus and 
  vice versa for the duration of this performance. 
  Encouraging Aid 
  DC Modifier: +5. 
  Effect: The performer or any affected allies 
  receive double the normal bonus (+4 instead of 
  +2) when using the aid another action on any 
  task for the duration of the performance. 
  Eyes Asunder 
  DC Modifier: +5. 
  Effect: The performer or a single other affected 
  target 
  becomes 
  more 
  aware 
  of 
  their 
  surroundings.  They may apply their bonuses 
  from the Dodge feat against an additional 
  number of opponents equal to the performer’s 
  Charisma 
  bonus 
  for 
  the 
  duration 
  of 
  the 
  performance. 
  Farore’s Insight 
  DC Modifier: +5. 
  Effect: You may choose any target in range and 
  grant them greater insight into a situation.  
  Choose whether to apply a +2 insight bonus to 
  one of the following categories: attack rolls, 
  Defense, any single saving throw, or a single skill 
  check for the duration of the performance. 
  Favor of the Tri-Force 
  DC Modifier: +5. 
  MP Cost: 2 per use. 
  Effect: You may add a +2 enhancement bonus 
  to any one of your saving throws for the duration 
  of the performance.  This performance may be 
  taken multiple times. 
  Forest Innuendo 
  DC Modifier: +8. 
  MP Cost: 3 per use. 
  Effect: 
  This 
  performance 
  does 
  something 
  different depending on whether it is activated as 
  a dance or a song.  If activated as a dance, all 
  natural vegetation within a 40 ft. radius of the 
  performer suddenly begins to grow and tangle.  
  This causes the terrain to be regarded as heavy 
  undergrowth (see page 87 in the Dungeon 
  Master’s Guide).  This undergrowth radius is 
  centered on the performer and moves with him 
  for the duration of the performance; areas no 
  longer being affected by the performance wilt 
  back to their natural state within 1 round.  If 
  activated as a song, the performer may direct 
  the radius as a cone that is 30 feet in length and 
  10 feet high at the end.  To use this 
  performance, 
  the 
  area 
  must 
  be 
  properly 
  vegetated in the first place.  Predominantly 
  mountainous, rocky, or barren terrain will not 
  work unless there is sufficient vegetation to be 
  affected. 
  Gale Force 
  DC Modifier: +15. 
  MP Cost: 4 per use. 
  Effect: 
  This 
  performance 
  does 
  something 
  different depending on whether it is activated as 
  a dance or a song.  If activated as a dance, a 
  buffer of wind surrounds the performer.  No 
  creature, allied or otherwise, may occupy the 
  same square of pass through the square the 
  performer occupies.  In addition, all attacks 
  suffer a 20% miss chance and any successful 
  attacks subtract 3 points of damage per damage 
  die (to a minimum of 1 point of damage dealt).  
  If used as a song, the performer creates a cone 
  of gale winds that reaches 30 feet in length and 
  10 feet high at the end of the cone.  All 
  creatures, allied or otherwise caught in the cone 
  must make a Fort save (DC 15 + performer’s 
  character level) or be knocked down and be 
  considered prone for 1 round.  Getting up 
  requires either a successful Strength check 
  (same DC) if other actions are taken in the 
  round, or a full-round to get to their feet with no 
  check required.  Ranged attacks suffer a -8 
  penalty to hit the performer or any other 
  creature caught in the cone, providing the attack 
  is aimed in the direction the cone is facing.  
  Movement through the cone slows movement by 
  
   
   
  54
  half unless a successful Strength check is made 
  (same DC), in which case normal movement may 
  be made. 
  Gerudo Luck 
  DC Modifier: +4. 
  MP Cost: 2 per use. 
  Effect: You may choose any single roll which 
  either you or a designated target fail after the 
  initiation of this performance.  The failed roll may 
  be re-rolled, though the new result is kept 
  regardless of the outcome.  Once a re-roll occurs, 
  the performance ends in the same round.  This 
  performance may be taken multiple times; each 
  time it is taken an additional roll made be re-
  rolled. 
  Glorious Charge 
  DC Modifier: +2. 
  Effect: The performer may use this performance 
  to 
  attempt 
  a 
  bull-rush, 
  trip, 
  or 
  grapple 
  maneuver.  Doing so grants the performer a +2 
  competence 
  bonus 
  to 
  any 
  opposed 
  rolls, 
  including attack rolls, for the duration of the 
  performance. 
  Graceful Deflection 
  DC Modifier: +2 (varies). 
  Effect: The performer or a single ally uses this 
  performance 
  to 
  soften 
  attacks. 
   
  Damage 
  reduction 1/- is granted while affected by this 
  performance.  The performer may increase the 
  amount of damage reduction by 1 point for every 
  additional +1 added to the Performance DC. 
  Haste of the Shiekah 
  DC Modifier: +8. 
  Effect: The performer’s base speed increases by 
  +10 feet per round for the duration of this 
  performance. 
  Magic’s Euphony 
  DC Modifier: +8. 
  MP Cost: 4 per use. 
  Effect: Any spellcasters who are affected by this 
  performance receive a number of bonus magic 
  points equal to the performer’s class level.  These 
  magic points are not cumulative per round; they 
  are given as a total lump balance and last only as 
  long as the performance’s duration or used. 
  Magic’s Lament 
  DC Modifier: +8 
  MP Cost: 4 per use. 
  Effect: Any spellcasters who are affected by this 
  performance receive a +1 caster level bonus on 
  casting all spells for the duration of this 
  performance. 
  Naryu’s Judgment 
  DC Modifier: +5. 
  Effect: Choose a target within range.  Affected 
  targets must make a Will save (DC 15 + your 
  Charisma bonus + performer class levels) or 
  become panicked for 2d4 rounds, regardless of 
  when you stop the performance. 
  Scarecrow Shuffle 
  DC Modifier: +5. 
  Effect: You target a single creature with fewer 
  total Hit Dice than you.  They must succeed at a 
  Will save (DC 15 + your Charisma bonus + 
  performer class levels) or be suddenly caught in 
  the thrall of your performance.  The affected 
  creature can take no actions and is dazed for the 
  duration of the performance. 
  Shield Concerto 
  Prerequisite: Shield Euphony. 
  DC Modifier: +2. 
  Effect: Grants a +1 deflection bonus on Defense 
  to the performer or to a designated target within 
  range (touch if a dance).  This performance may 
  be taken multiple times. 
  Shield of the Elements 
  DC Modifier: +5 (varies). 
  Effect: Choose an energy type: acid, cold, fire, 
  electricity, and sonic.  For the duration of this 
  performance, the performer receives energy 
  resistance against the chosen energy type equal 
  to 5.  The performer may increase this resistance 
  by +1 for every +1 they add to the DC Modifier 
  while performing. 
  Sight of the Far Prey 
  DC Modifier: +3. 
  MP Cost: 1 per use. 
  Effect: The range of your vision effectively 
  doubles.  If you possess low-light vision, its 
  range doubles as well, and the same goes for 
  darkvision for the duration of this performance. 
  Sight of the Nether Reaches 
  DC Modifier: +6. 
  MP Cost: 2 per use. 
  Effect: You may temporarily grant yourself 
  either low-light vision or darkvision (40 ft.).  If 
  you have either of those and choose to enhance 
  the same one, the range of that vision triples. 
  Skilled Inspiration 
  DC Modifier: +1. 
  Effect: You may add a +2 competence bonus to 
  any one of your or designated target’s skill check 
  for any skill that you or they have at least 1 rank 
  in.  This performance may be taken multiple 
  times. 
  The Fall of Invincibility 
  DC Modifier: +8. 
  Effect: Choose a type of damage reduction: 
  silver, adamantine, magic, light, dark, shadow, 
  and cold iron.  Your attacks now bypass the 
  chosen type while the performance is active.  You 
  may choose a different type each time you 
  perform this performance, thus you cannot take 
  this performance more than once. 
  Thunderous Cacophony 
  DC Modifier: +5. 
  MP Cost: 2 per use. 
  
   
   
  55
  Effect: Affected targets are forced to make Fort 
  saves (DC 10 + the performer’s total character 
  level) or suffer deafness for the duration of the 
  performance. 
  Time 
  DC Modifier: +10. 
  MP Cost: 4 per use. 
  Effect: This performance ends on the round 
  following its successful initiation.  One round 
  after the performance ends, all initiative checks 
  for anyone currently active in an initiative count 
  are re-rolled. 
  Torrent of Sorrow 
  DC Modifier: +15. 
  MP Cost: 4 per use. 
  Effect: All targeted victims of this performance 
  must make a Will save (DC 15 + performer’s 
  class level) or be panicked for the duration of the 
  performance.  Targets that succeed their saving 
  throws the first time are unaffected, though 
  affected targets may spend 3 magic points to 
  retry the saving throw.  If the second save 
  succeeds, they become shaken.  If a third save is 
  passed (requiring the expenditure of another 3 
  magic points), they are no longer affected. 
  Virtuous Aid 
  DC Modifier: +5. 
  Effect: All allied companions within range of this 
  performance receive the benefits of having your 
  aid on their skill checks. 
  Waltz of the Elements 
  DC Modifier: +5 
  MP Cost: 3 per use. 
  Effect: Choose an energy type: acid, cold, fire, 
  force, or sonic.  You may add +1d6 points of that 
  energy type’s damage to your or to a designated 
  target’s attacks while the performance is active.  
  This performance may be taken multiple times.  
  Each time it is taken, you must choose a different 
  energy type. 
  Wind Concerto 
  DC Modifier: +12. 
  Effect: All affected targets of this become 
  completely immune to the effects of high winds 
  and air flows.  They cannot be knocked down 
  from wind and find no discomfort from traveling 
  through even the highest speed winds.  Spells 
  with the air descriptor also have no effect on 
  targeted creatures for the duration of the 
  performance. 
  Zoran Charm 
  DC Modifier: +5. 
  Effect: A single affected opponents must pass a 
  Will save (DC 10 + performer’s total character 
  level) or become enchanted by the performance.  
  Once affected, they will not attack the performer 
  for the duration of the performance.  In addition, 
  they are highly susceptible to influence by the 
  performer while affected.  The performer may 
  utter simple commands to the enthralled target 
  and the target will comply.  Such commands 
  must be simplistic in nature and not involve more 
  than a single action, be directly harmful to the 
  target, or put the target in a position where they 
  are acting against sworn oaths, promises, or 
  other binding agreements.  Examples include 
  telling the target “…not to attack the performer’s 
  allies," “throw me your coil of rope,” “drop your 
  weapons and pouches,” etc. 
  New Feats 
  Listed below are descriptions of the new feat 
  types followed by a listing of feats. 
  Imbued Feats 
  Imbued feats are feats that grant abilities and 
  bonuses powered by magic points. Some of these 
  feats require specific Aspects of magic, while 
  others can use any form of magic, including 
  latent magic points. Use of Imbued Feats is 
  always a free action, although the effects of the 
  feat may require an action on the part of the 
  character. 
  Tri-Force Feats  
  There are a number of feats that directly 
  manipulate the powers of the Tri-Force. These 
  feats require greater dedication to the arts of 
  magic, and thus can only be acquired by 
  characters with at least one level of wizzrobe. 
  Such feats are called Tri-Force feats. 
  Tribal Feats 
  The many tribes beneath the Goddesses’ grace 
  are as varied and diverse as can be. Whether it is 
  the zoras’ use of their fins as weapons or the 
  kokiri’s bond to their forest homeland, each tribe 
  has their own unique strengths and weaknesses 
  that help to define their culture and lifestyle. For 
  example, every member of the gerudo race is 
  born with the ability to survive in the blasted 
  heat of a desert. To them, it is their home, and 
  no other environment suits them quite like the 
  sandy, rocky wastes they occupy.   
  However, some gerudo are better than others are 
  at harnessing their inborn potential. For some, 
  their inborn nature at surviving in the desert can 
  be used to power long, meditative fasts, which 
  can aid them in a variety of ways. Dekus can 
  improve their seed shots, zoras can harness the 
  power of aquatic animals, hylians can draw upon 
  the power of the royal blood lines, and much 
  more. Tribal feats are the feats that players can 
  choose and give to their characters to further 
  enrich the character’s tribal identity. Any gerudo 
  can take the drifter class, but even mighty 
  gerudo drifters look up a mentor who can fast in 
  order to heal faster and become more insightful.   
  Tribal feats presented in this section are useful in 
  a variety of ways. Some present your characters 
  with viable options for magic, combat, or abilities 
  
   
   
  56
  that ordinarily would not be attainable. Others 
  expand upon the racial traits already known by 
  average members of each tribe.  
  A particular tribe can only acquire particular 
  tribal feats, exclusive to that tribe. Thus, goron 
  tribal feat may not acquire tokay tribal feats. 
  Some feats, like many other feats of all different 
  kinds, have prerequisites that must be met in 
  order to take the feat. 
  A character may take any of the feats they are 
  eligible for at regular level intervals (3rd level, 
  6th level, 9th level and so on). None of the 
  following feats are part of any bonus lists, so a 
  character will have to take these as part of their 
  normal advancement feat additions for gaining 
  levels. 
  Feat List 
  Aging Resistance [Tribal] 
  You age acceleration is slowed when out of your 
  native forest. 
  Prerequisite: Must be a kokiri. 
  Benefit: When outside of your native woodlands, 
  you do not age for the first 48 hours. Once this 
  time has elapsed, you begin aging normally. 
  Special: Must be taken at first level. 
  Alert Tracker [Tribal] 
  Tracking by scent gives you the jump on 
  opponents. 
  Prerequisites: Must be a moblin, Wisdom 13+, 
  Dexterity 13+, Moblin Sniffer. 
  Benefit: Pick a particular person or specific 
  creature that you have tracked before. It may 
  even be a certain creature or monster type, such 
  as goriyas. When tracking the chosen prey by 
  scent, you gain a +2 bonus to Initiative when 
  you encounter them. This bonus applies only to 
  the initial confrontation, or whenever tracking the 
  chosen prey type by scent. For example, if 
  goriyas were chosen, a moblin tracking four 
  different goriyas on four separate occasions, 
  even on the same day, would still get the bonus 
  to each encounter.  
  Armor of Din [Tribal] 
  Your natural armor is supernaturally strong. 
  Prerequisites: 
  Must 
  be 
  goron, 
  Hide 
  of 
  Mountains, Hide of Legends, Hide of Mythology, 
  Toughness, 
  Endurance, 
  Great 
  Fortitude, 
  Constitution 21+, Strength 19+, Fort base save 
  9+. 
  Benefit: Your natural resistance to damage is 
  unparalleled. Your damage reduction is increased 
  to 6/magic.  In addition, you may choose to 
  substitute the damage reduction type for a 
  number of rounds equal to your total character 
  level once a day.  For example, an 18th level 
  goron warrior with this feat will always have the 
  benefit of damage reduction 6/magic.  However, 
  when facing off against a magical beast in a 
  dodongo cavern, the goron (as a free action) 
  changes the damage reduction type to 6/cold 
  iron.  The cold iron descriptor lasts for 18 rounds, 
  after which the damage reduction descriptor once 
  again becomes 6/magic.  The types available to 
  choose from are: Adamantine, cold iron, silver, 
  energy types (fire, cold, acid, sonic), dark, light, 
  and shadow. 
  Special: This feat stacks with any damage 
  reduction 
  granted 
  as 
  class 
  abilities, 
  spell 
  bonuses, or other feats and abilities. A goron’s 
  natural armor bonus stacks with any armor worn. 
  Attunement [General] 
  You have attuned yourself to a creature. 
  Benefit: You must choose a creature to willingly 
  attune to.  This must be done with a creature 
  (Int 2 or higher only) that is willing to attune 
  with you.  Once you take this feat and declare 
  the attunement, you immediately receive the 
  benefits listed under the Attunement heading of 
  that creature (see Chapter 12: Dangers and 
  Daring for information on which monsters can be 
  attuned).  You must be within 50 ft. of your 
  attuned creature in order to receive the benefits 
  of attunement unless the creature’s description 
  notes otherwise. 
  Beast’s Mounted Combat [Imbued] 
  The might of forest beasts assists your mounted 
  combat. 
  Prerequisites: Ride 1+ ranks, Forest Aspect, 
  and Mounted Combat. 
  Benefit: You may spend a number of magic 
  points from your Forest Pool, up to your Ride skill 
  ranks (not the total skill bonus). You may make 
  this many Ride checks during the round to 
  negate hits against your mount, although you 
  only get a single check per hit.  
  Normal: Mounted Combat normally only lets you 
  make a single Ride check each round to negate a 
  single hit.  
  Bestial Connection [Imbued] 
  You can use Magic to increase your way with 
  animals. 
  Prerequisites: Charisma 13+; Animal Empathy 
  skill 1+; Handle Animal 1+ ranks; Ride 1+ ranks. 
  Benefits: You may spend a number of magic 
  points from your Forest pool or a number of 
  magic points from your Latent pool, when rolling 
  skill checks using the Survival, Handle Animal, 
  and Ride skills. The maximum number of magic 
  points that can be spent on a single check is 
  equal to your Charisma bonus. For every Forest 
  magic point or every two Latent magic point 
  spent, you gain a +1 bonus to your check. 
  Bioelectric Shock [Imbued, Tribal]  
  You can envelope your body in electricity, 
  shocking those who come too close or that you 
  strike.  
  Prerequisites: Must be zora, Light Aspect, Con 
  situation 
  13+, 
  Temperature 
  Resistance, 
  Legendary Temperature Resistance.  
  
   
   
  57
  Benefit: You may spend 5 magic points from 
  your Light pool to surround yourself in an aura of 
  electricity for one round, or until it is discharged, 
  whichever comes first.  Anything that touches 
  you takes 1d6 per your total character level 
  points of electrical damage.  Opponents hit by 
  you - with either melee weapons, unarmed 
  attacks, or touch attacks - suffer this same 
  damage, as does any creature in a grapple with 
  you.  Your aura can discharge up to three times 
  per round, after which, further physical contact 
  with you is as normal.  This is a spell-like ability, 
  and as such, is subject to disruption, spell 
  resistance, and dispel magic.  Using it is a free 
  action you may take any time on your initiative, 
  or when readied, and provokes no attack of 
  opportunity. 
  Blade of the Dolphin’s Fin [Tribal] 
  Your fin attacks are more powerful than normal. 
  Prerequisites: Must be zora, Base Attack Bonus 
  +9, 
  Power 
  Attack, 
  Weapon 
  Finesse 
  (fins), 
  Strength 17+. 
  Benefit: Your fin attacks deal 1d6 + Strength 
  bonus points of damage per strike. 
  Normal: Your fin attacks deal 1d4 + Strength 
  bonus damage per strike. 
  Blazing Great Cleave [Imbued] 
  The blazing speed of Fire allows you to literally 
  burst through your opponents. 
  Prerequisites: Strength 13+, Fire Aspect, Power 
  Attack, Cleave, Great Cleave, Fire’s Power 
  Attack, Flaming Cleave, Base Attack Bonus 4+. 
  Benefit: You may spend a number of magic 
  points from your Fire Pool, up to your Strength 
  Modifier. When you succeeding in killing an 
  opponent, you may make this many additional 
  attacks in each single Cleave attack you make.  
  Normal: Great Cleave normally allows only a 
  single attack in a Cleave attack, without any 
  bonuses, although you can make an unlimited 
  amount of Cleave attacks. 
  Custom Spell [Tri-Force] 
  Using the fundamental basics of magic, you have 
  managed to create your own customized spell. 
  Prerequisites: Any one Aspect feat. 
  Benefits: You may choose a number of effects 
  from aspect you have access to, from the Custom 
  Spell effects in Chapter 7: Magic of the Tri-Force, 
  and use these to create your own custom spell. 
  The number of effects you are allowed depends 
  upon the number of Custom Spell feats you 
  already have, including this one. Once chosen 
  and designed, your custom spell cannot be 
  altered in any way. 
  Special: You can research and learn new spells, 
  including custom spells, even without this feat. 
  However, such spells usually takes longer to 
  research and requires more resources without 
  this feat, and is a fully designed spell, rather 
  than a custom spell. 
  Cycle of Courage [Tri-Force] 
  You are a master of Farore’s magic. 
  Prerequisites: Spellcraft 7+ ranks, Knowledge 
  (Tri-Force) 7+ ranks, Forest Aspect, Spirit 
  Aspect. 
  Benefit: Whenever a spell calls for magic of 
  either Forest or Spirit, you may use magic points 
  from the other aspect, at double the spell’s usual 
  cost. 
  Cycle of Power [Tri-Force] 
  You are a master of Din’s magic. 
  Prerequisites: Spellcraft 7+ ranks, Knowledge 
  (Tri-Force) 7+ ranks, Fire Aspect, Shadow 
  Aspect. 
  Benefit: Whenever a spell calls for magic of 
  either Fire or Shadow, you may use magic from 
  the other aspect, at double the spell’s usual cost. 
  Cycle of Wisdom [Tri-Force] 
  You are a master of Nayru’s magic. 
  Prerequisites: Spellcraft 7+ ranks, Knowledge 
  (Tri-Force) 7+ ranks, Light Aspect, Water Aspect. 
  Benefit: Whenever a spell calls for magic of 
  either Light or Water, you may use magic from 
  the other aspect, at double the spell’s usual cost. 
  Darkness’ Spring Attack [Imbued] 
  The power of Darkness assists your assault 
  against your foes. 
  Prerequisites: Dexterity 13+, Shadow Aspect, 
  Dodge, 
  Mobility, 
  Shadow’s 
  Dodge, 
  Shade’s 
  Mobility, Base Attack Bonus 4+. 
  Benefit: You may spend a number of magic 
  points from your Shadow Pool, up to your 
  Dexterity bonus. When you use the attack option 
  with a melee option, you may move before and 
  after your attack, up to your speed, and make 
  this number of attacks amongst any opponents in 
  range. Moving in this way does not provoke an 
  attack of opportunity. You cannot use this feat 
  while wearing heavy armor. 
  Normal: Spring Attack normally only allows you 
  to make a single attack against a single 
  opponent. 
  Dazzling Rapid Shot [Imbued] 
  The force of Light allows you to fire multiple 
  shots quickly and efficiently. 
  Prerequisites: Dexterity 13+, Light Aspect, 
  Point Blank Shot, Rapid Shot, Light’s Point Blank 
  Shot. 
  Benefit: You may spend a number of magic 
  points from your Light Pool, up to your Dexterity 
  bonus, and make this many additional ranged 
  attacks this round at your highest Base Attack 
  Bonus. All of your attacks receive a penalty equal 
  to the magic points spent. You must use the full 
  attack action to use this feat. 
  Normal: Rapid Shot normally only allows a 
  single extra ranged attack and gives all attacks a 
  –2 penalty. 
  
   
   
  58
  Deep Fast [Tribal] 
  The meditative trance you slip into as you fast is 
  deeper and more intense than normal. 
  Prerequisites: Must be gerudo, Fast of the 
  Sands, any two other Fast feats, Constitution 
  19+, Wisdom 15+ 
  Benefit: When successfully completing any fast, 
  you may double any numeric or dice bonuses 
  from the fast’s effects. This includes number of 
  dice rolled and all bonuses granted by the fast. 
  Desert Hunter [Tribal] 
  It is very easy for you to find provisions. 
  Prerequisite: Must be gerudo. 
  Benefit: You gain a +2 competence bonus on all 
  Listen, Search, Spot, and Survival checks when 
  attempting to find food, water, or shelter in a 
  desert environment. 
  Divine Deflect Arrows [Imbued] 
  The Divine assists you, allowing you to deflect 
  multiple arrows at a time. 
  Prerequisites: Dexterity 13+, Spirit Aspect, 
  Improved 
  Unarmed 
  Strike, 
  Deflect 
  Arrows, 
  Spirit’s Improved Unarmed Strike. 
  Benefit: You may spend a number of magic 
  points from your Spirit Pool, up to your Dexterity 
  bonus. You may make that many attempts to 
  Deflect Arrows that round, although you still only 
  get a single attempt per single missile. 
  Normal: Deflect Arrows normally only allows a 
  single attempt to Deflect Arrows each round. 
  Divine Empathy [Imbued] 
  You can use Magic to increase your Empathy with 
  others. 
  Prerequisites: Wisdom 13+, Gather Information 
  2+ ranks, Sense Motive 2+ ranks. 
  Benefits: You may spend a number of magic 
  points from your Spirit pool or a number of magic 
  points from your Latent pool, when rolling skill 
  checks using the Gather Information and Sense 
  Motive skills. The maximum number of magic 
  points that can be spent on a single check is 
  equal to your Wisdom bonus. For every Spirit 
  magic point or every two latent magic point 
  spent, you gain a +1 bonus to your check. 
  Elemental Seed [Imbued, Tribal] 
  You are able to imbue your seed shot with the 
  power of the elements. 
  Prerequisites: Must be deku, any Aspect feat. 
  Benefit: You may spend 2 magic points to imbue 
  your seed shot with an elemental damage type. 
  The spent magic points may be either latent or 
  active magic points, but they must be spent from 
  an aspect you have acquired. Each investment 
  powers a single seed shot. Additional magic 
  points must be spent for each additional imbued 
  seed shot. To determine the damage imbued, 
  consult the Elemental Seed Damage table. 
  Empathic Expansion [Tribal] 
  Your empathic link with other kokiri encompasses 
  more people. 
  Prerequisites: Must be a kokiri, Wisdom 15+, 
  One Mind. 
  Benefit:  This feat allows you to add up to three 
  additional kokiri to your One Mind feat, allowing 
  you to empathically bond with up to 4 kokiri. The 
  range of the bond remains the same. 
  Special: If every kokiri in the group has the One 
  Mind feat, the effective range of the empathic 
  bond is doubled to 40 ft. The other kokiri do not 
  need to have this feat. 
  Enlightened Precise Shot [Imbued] 
  The power of Light directs your missiles so that 
  they may strike unerringly at foes in the midst of 
  melee. 
  Prerequisites: Light Aspect, Point Blank Shot, 
  Precise Shot, Light’s Point Blank Shot. 
  Benefits: You may spend a number of magic 
  points from your Light pool, up to a maximum of 
  5. This is deducted from the cover bonus to 
  Defense provided by allies in melee with the 
  target. Cover bonuses cannot be reduced to less 
  than zero. 
  Normal: Precise Shot only negates the –4 
  penalty to shoot into melee, but does not negate 
  cover bonuses provided by allies in melee with 
  the target. 
  Extra Spells [Tri-Force] 
  You are extremely adept at learning to harness 
  the powers of the Tri-Force. 
  Prerequisites: Knowledge (Tri-Force) 4+ ranks. 
  Benefits: You learn an extra spell when gaining 
  extra spells upon advancing a level. This extra 
  spell follows the restrictions given by the class 
  you are advancing in, when you learn new spells. 
  Special: This feat can be taken multiple times, 
  granting you additional bonus spells whenever 
  you gain new spells from level advancement. 
  Farore’s Spirited Charge [Imbued] 
  The blessed spirit of Farore imbues your mount, 
  allowing you to deal incredibly lethal damage 
  when charging. 
  Prerequisites: Ride 1+ ranks, Forest Aspect, 
  Mounted 
  Combat, 
  Ride-By 
  Attack, 
  Spirited 
  Charge, Beast’s Mounted Combat, and Nomad’s 
  Ride-By Attack. 
  Benefit: You may spend 4 magic points from 
  your Forest pool to double your threat range on 
  your weapon and cause maximum damage when 
  making a mounted charge (no need to roll your 
  damage). 
  Normal: Spirited Charge normally just allows 
  you to cause double damage with a melee 
  Table 5-1: Elemental Seed Shot Effects 
  Aspect 
  Seed Effect 
  Fire 
  +1d6 fire damage 
  Forest 
  +1d6 acid damage 
  Light 
  +1d6 electrical damage 
  Shadow 
  +1d6 force damage 
  Spirit 
  +1d6 sonic damage 
  Water 
  +1d6 cold damage 
  
   
   
  59
  weapon, or triple damage with a lance, when 
  making a mounted charge. 
  Fast of the Brave [Tribal] 
  Your 
  fasting 
  prepares 
  you 
  mentally 
  and 
  physically for battle. 
  Prerequisites: Must be gerudo, Fast of the 
  Sands. 
  Benefit: You must fast exactly as described 
  under the Fast of the Sands feat. At the end of a 
  successful fast you may choose to forgo healing 
  ability damage and hit points. Instead, you 
  receive a +4 insight bonus to attack rolls and 
  saving throws for a number of hours equal to 
  your total number of character levels. 
  Fast of the Cleansing [Tribal] 
  Your fasting cleanses toxins and poisons from 
  your body. 
  Prerequisites: Must be gerudo, Fast of the 
  Sands. 
  Benefit: You must fast exactly as described 
  under the Fast of the Sands feat. At the end of a 
  successful fast you may choose to forgo healing 
  ability damage and hit points. Instead, you 
  automatically cleanse any poisons still in your 
  system. Doing this also restores up to 1d4 points 
  of any type of damage that the poison has done 
  to you (primary and secondary. This does not 
  heal any kind of permanent ability damage. 
  Fast of the Sands [Tribal] 
  You can fast, and cleanse your body of 
  impurities. 
  Prerequisite: Must be gerudo. 
  Benefit: The gerudo are a strong and hardy folk 
  who long ago learned the cleansing ways of the 
  desert. You must fast for one day and night, from 
  sunrise to sunrise. During this 24 hour period, 
  you may not consume any food or water at all. At 
  the end of 24 hours, you immediately recover 
  2d8 points of temporary ability damage and 2d8 
  hit points. During the fast, you may not take any 
  other 
  actions 
  except 
  for 
  calm 
  rest 
  and 
  meditation. Damage done to you by damaging 
  poisons, magical or other effects does not hinder 
  your fast. However, if you are attacked during 
  the fast, forced to move more than 10 ft. from 
  your spot of meditation by force or volition, or 
  defend yourself in any way, you must make a 
  Concentration check (DC 20 +2 per incident after 
  the first + points of damage) or lose the 
  meditative trance. At that point, you must start 
  the fast all over again on the next sunrise. A 
  failed fast causes 1d4 points of temporary 
  Constitution damage, and 1d4 points of subdual 
  damage. 
  Fast of the Wise [Tribal] 
  Your fasting grants deeper insight and wisdom to 
  you on a matter or problem. 
  Prerequisites: Must be gerudo, Fast of the 
  Sands. 
  Benefit: You must fast exactly as described 
  under the Fast of the Sands feat. At the end of a 
  successful fast you may choose to forgo healing 
  ability damage and hit points. Instead, you 
  receive a +4 insight bonus to your Wisdom score 
  for a number of hours equal to your total class 
  levels. 
  Fire Affinity [Tri-Force, Tribal] 
  You have an affinity with fire magic beyond that 
  of other members of your race. 
  Prerequisites: Constitution 15+, Fire Focus, 
  must have fire as your racially favored Aspect. 
  Benefits: All Fire Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Fire Aspect [Tri-Force] 
  You are trained in the art of Fire magic. 
  Prerequisite: Constitution 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Fire Aspect pool, and 
  cast spells of the Fire aspect if you know them. 
  You no longer add magic points to your latent 
  pool. 
  Special: Upon gaining this feat, you may allocate 
  any number of latent magic points to your Fire 
  pool. 
  Fire Aversion [Tri-Force, Tribal] 
  You detest Fire magic so strongly that you are 
  resistant to its effects. 
  Prerequisites: Must have Fire as your racially 
  opposed Aspect, must not have allocated magic 
  points in your Fire pool. 
  Benefits: You gain SR 10 against fire magic 
  effects. You cannot use fire magic in any form. 
  Fire Focus [Tri-Force] 
  You are adept at the use of Fire magic. 
  Prerequisites: Constitution 13+, Fire Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Fire magic. 
  Special: The bonus stacks with the bonuses for 
  racially favored Aspects. 
  Fire’s Power Attack [Imbued] 
  The power of Fire increases the strength of your 
  melee attacks. 
  Prerequisites: Strength 13+, Fire Aspect, and 
  Power Attack. 
  Benefit: You may spend a number of magic 
  points from your Fire pool, up to your Base 
  Attack Bonus. You may deduct this score from 
  your attack rolls this round and add double this 
  value to all your melee damage rolls for this 
  round. 
  Normal: Power Attack normally adds the penalty 
  on attack rolls to your damage. 
  Flaming Cleave [Imbued] 
  The fury of the flames allows you to cleave your 
  way through multiple enemies. 
  
   
   
  60
  Prerequisites: Strength 13+, Fire Aspect, Power 
  Attack, Cleave, and Fire’s Power Attack. 
  Benefit: Spend a number of magic points from 
  your Fire pool, up to your Strength bonus, and 
  add this as a bonus to all your cleave attacks. 
  Normal: Cleave and Great Cleave do not 
  normally grant bonuses to Cleave attacks. 
  Flower Stem [Tribal] 
  You protrude flowery petals from your ‘head’ that 
  aid you in falls and jumping. 
  Prerequisites: Must be deku, Strength 13+, 
  Dexterity 13+. 
  Benefit: You have flower petal-like growths from 
  the top of your ‘head’. These petals are thick 
  enough to assist you in falls, jumps, and even 
  limited drifting on drafts of winds. This feat may 
  be automatically activated as a free action on 
  any Jump checks, anytime the character falls 
  from a height of at least 15 ft., or leaps from a 
  height of at least 30 ft. This feat grants a +2 
  bonus to all Jump checks for distance traveled 
  forward, and increases the distance by +5 ft. 
  When falling from a height of at least 15 ft., this 
  feat provides a +2 bonus to any saves or checks 
  to avoid taking damage. If you jump from a 
  height 
  of 
  at 
  least 
  30 
  ft. 
  up, 
  you 
  may 
  automatically glide a distance equal to half the 
  height you jumped from (+5 ft. if you’re making 
  a Jump check) and travel at a speed of one 
  quarter the height you jumped from (rounded up 
  if necessary). Thus, a deku possessing this feat 
  that jumped from a height of 70 ft. up could glide 
  down a distance of 35 ft. at a speed 18 ft. per 
  round. 
  Flowing Acrobatics [Imbued] 
  You can use magic to increase your Acrobatic 
  ability. 
  Prerequisites: 
  Dexterity 
  13+; 
  Balance 
  2+ 
  ranks; Escape Artist 2+ ranks; Tumble 2+ ranks. 
  Benefits: You may spend a number of magic 
  points from your Water pool or a number of 
  magic points from your latent pool, when rolling 
  skill checks using the Balance, Escape Artist, and 
  Tumble skills. The maximum number of magic 
  points that can be spent on a single check is 
  equal to your Dexterity bonus. For every Water 
  magic point or every two latent magic point 
  spent, you gain a +1 bonus to your check. 
  Focus [General] 
  Benefit: Spend one round doing nothing but 
  concentrating (each round a Concentration check 
  DC 10+ damage received) on a single action. For 
  each round you maintain focus, you get a +1 on 
  the check or save to do the action. The next 
  round you stop focusing. When you stop 
  focusing, the bonus fades to half (round down) 
  each round that you do not take the action you 
  focused on until its 0. 
  Forest Affinity [Tri-Force, Tribal] 
  You have an affinity with Forest magic beyond 
  that of other members of your race. 
  Prerequisites: Wisdom 15+, Forest Focus, must 
  have Forest as your racially favored Aspect. 
  Benefits: All Forest Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Forest Aspect [Tri-Force] 
  Prerequisite: Wisdom 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Forest Aspect pool, 
  and cast spells of the Forest Aspect if you know 
  them. You no longer add magic points to your 
  latent pool. 
  Special: Upon gaining this feat, you may 
  allocate any number of latent magic points to 
  your Forest pool. 
  Forest Aversion [Tri-Force, Tribal] 
  You detest Forest magic so strongly that you are 
  resistant to its effects. 
  Prerequisites: Must have Forest as your racially 
  opposed Aspect, must not have allocated magic 
  points in your Forest pool. 
  Benefits: You gain SR 10 against Forest magic 
  effects. You cannot use Forest magic in any form. 
  Forest Empathy [Tribal] 
  You are in tune with the essence of your native 
  forest. 
  Prerequisite: Must be a kokiri. 
  Benefit: When in your native bonded forest, you 
  may use the Survival skill as though trained (if 
  you possess no ranks in it), with a +4 bonus to 
  any checks made.  You receive the +4 bonus 
  even if you do have ranks in the skill, and this 
  bonus stacks with Skill Focus (Survival). 
  Forest Focus [Tri-Force] 
  You are adept at the use of Forest magic. 
  Prerequisites: Wisdom 13+, Forest Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Forest magic. 
  Special: The bonus stacks with the bonuses for 
  racially favored aspects. 
  Gift of the Royal Line [Imbued, Tribal] 
  The bloodline of the royal hylian family runs 
  strong within you. 
  Prerequisites: Must be hylian, Pure Blood, 
  Intelligence 15+, Wisdom 15+. 
  Benefit: You may establish a brief telepathic link 
  with up to one creature as per the sending spell. 
  You need no material component for this and 
  may use this ability as a full-round action by 
  passing a Concentration check (DC 15 +1 per 
  every mile away the target is located). This feat 
  costs 5 magic points to use, and may only be 
  used once per day. It is considered a spell-like 
  ability. 
  
   
   
  61
  Greater Meditation [Tri-Force] 
  Prerequisites: Meditation, Wisdom 17+ 
  Your clarity of mind has been further enhanced 
  by practice. 
  Benefit: You get an additional +3 magic points 
  every time you gain magic points from a class 
  Special: This bonus 
  supersedes the bonus 
  granted by Meditation. 
  Greater Power Seed [Tribal] 
  Your seed shots are mythical for their power. 
  Prerequisites: Must be deku, Improved Seed 
  Shot, Power Seed, Improved Power Seed, 
  Strength 17+, Constitution 15+. 
  Benefit: Your seed shots now cause 1d6 + 
  double your Strength bonus points of normal 
  damage.  This does not increase the damage dice 
  of an Elemental Seed Shot, but you may still add 
  double your Strength bonus into the attack. 
  Hide of Legends [Tribal] 
  Your natural armor is immensely strong. 
  Prerequisites: 
  Must 
  be 
  goron, 
  Hide 
  of 
  Mountains, Toughness, Endurance, Constitution 
  19+, Strength 15+. 
  Benefit: Your natural resistance to damage is 
  incredible. Your damage reduction is increased to 
  3/-. 
  Special: This feat stacks with any damage 
  reduction 
  granted 
  as 
  class 
  abilities, 
  spell 
  bonuses, or other feats and abilities. A goron’s 
  natural armor bonus stacks with any armor worn. 
  Hide of Mountains [Tribal] 
  Your natural armor is even tougher than normal. 
  Prerequisites: 
  Must 
  be 
  goron, 
  Toughness, 
  Endurance, Constitution 15+. 
  Benefits: Your natural armor is thicker and 
  tougher than normal. Your Damage Reduction 
  ability is increased to 2/-. 
  Special: This feat stacks with any damage 
  reduction 
  granted 
  as 
  class 
  abilities, 
  spell 
  bonuses, or other feats and abilities. A goron’s 
  natural armor bonus stacks with any armor worn. 
  Hide of Mythology [Tribal] 
  Your natural armor is mythically strong. 
  Prerequisites: 
  Must 
  be 
  goron, 
  Hide 
  of 
  Mountains, 
  Hide 
  of 
  Legends, 
  Toughness, 
  Endurance, Great Fortitude, Constitution 21+, 
  Strength 19+. 
  Benefit: Your natural resistance to damage is 
  incredible. Your damage reduction is increased to 
  4/-. 
  Special: This feat stacks with any damage 
  reduction 
  granted 
  as 
  class 
  abilities, 
  spell 
  bonuses, or other feats and abilities. A goron’s 
  natural armor bonus stacks with any armor worn. 
  Hunter’s Mounted Archery [Imbued] 
  The power of the Hunter negates the penalties 
  for firing from horseback. 
  Prerequisites: Ride 1+ ranks, Forest Aspect, 
  Mounted Combat, Mounted Archery, Beast’s 
  Mounted Combat. 
  Benefit: You may spend 4 magic points from 
  your Forest pool to negate all penalties for using 
  a ranged weapon on horseback. 
  Normal: Mounted Archery normally halves the 
  penalties for firing a ranged weapon from 
  horseback, reducing it from –4 to –2, or from –8 
  to –4 if your mount is running. 
  Illuminated Far Shot [Imbued] 
  The powers of light allow you to see, and fire at, 
  targets beyond your normal range. 
  Prerequisites: Light Aspect, Point Blank Shot, 
  Far Shot, Light’s Point Blank Shot. 
  Benefits: You may spend a number of magic 
  points from your Light Pool, up to a maximum of 
  5, and add this many range increments to the 
  range of the weapon. Normal range penalties 
  apply. In addition, all range penalties are halved. 
  Normal:  Normally, ranged weapons are limited 
  to 10 range increments, while thrown weapons 
  are limited to 5 range increments. In addition, 
  there is usually a –2 penalty for every range 
  increment after the first. 
  Imbue Arrow: Fire [Imbued] 
  Prerequisites: Constitution 13+, Fire Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 5+ 
  Benefit: You are able to imbue any arrow you 
  draw with the energies of Fire. It costs 4 magic 
  points to imbue an arrow, and this ability can 
  only be used once every turn. The arrow counts 
  as a +1 inferno arrow. Using this ability is a 
  spell-like ability, which can include a ranged 
  attack if you wish. The imbued arrow lasts only 
  one round before being consumed by the magic 
  and becoming useless.  
  Imbue Arrow: Spirit [Imbued] 
  Prerequisites: Charisma 13+, Spirit Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 9+ 
  Benefit: You are able to imbue any arrow you 
  draw with the energies of Spirit. This ability costs 
  4 magic points and may be used only once per 
  turn. The arrow counts as a +1 silver arrow. 
  Using this ability is a spell-like ability, which can 
  include a ranged attack if you wish. The imbued 
  arrow 
  lasts 
  only 
  one 
  round 
  before 
  being 
  consumed by the magic and becoming useless. 
  Imbue Arrow: Water [Imbued] 
  Prerequisites: Wisdom 13+, Water Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 5+ 
  Benefit: You are able to imbue any arrow you 
  draw with the energies of cold. It costs 4 magic 
  points to imbue an arrow, and this ability can 
  only be used once every turn. The arrow counts 
  as a +1 frost arrow. Using this ability is a spell-
  like ability, which can include a ranged attack if 
  you wish. The imbued arrow lasts only one round 
  before being consumed by the magic and 
  becoming useless. 
  Imbue Bolt: Light [Imbued] 
  Prerequisites: Intelligence 13+, Light Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 9+ 
  
   
   
  62
  Benefit: You are able to imbue any bolt you 
  draw with the energies of Light. It costs 4 magic 
  points to imbue an arrow, and this ability can 
  only be used once every turn. The arrow counts 
  as a +1 light bolt. Using this ability is a spell-like 
  ability, which can include a ranged attack if you 
  wish. The imbued bolt lasts only one round 
  before being consumed by the magic and 
  becoming useless. 
  Imbue Bolt: Shadow [Imbued] 
  Prerequisites: Charisma 13+, Shadow Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 9+ 
  Benefit: You are able to imbue any bolt you 
  draw with the energies of Shadow. This ability 
  costs 4 magic points and may be used only once 
  per turn. The arrow counts as a +1 shadow bolt. 
  Using this ability is a spell-like ability, which can 
  include a ranged attack if you wish. The imbued 
  bolt lasts only one round before being consumed 
  by the magic and becoming useless. 
  Imbue Stone: Forest [Imbued] 
  Prerequisites: Wisdom 13+, Forest Aspect, 
  Point Blank Shot, Precise Shot, Base Attack 9+ 
  Benefit: You are able to imbue any stone with 
  the energies of Forest. This ability costs 4 magic 
  points and may be used only once per turn. The 
  arrow counts as a +1 earth stone. Using this 
  ability is a spell-like ability, which can include a 
  ranged attack if you wish. The imbued stone lasts 
  only one round before being consumed by the 
  magic and becoming useless. 
  Improved Attunement [Tribal] 
  Your attunement is stronger than normal. 
  Prerequisites: Must be a kokiri, Attunement. 
  Benefit: Your bond with your attuned creature is 
  stronger than normal. You may add a +1 
  competence bonus to any bonuses or numeric 
  additions that your attunement with your chosen 
  creature grants. 
  Improved Power Seed [Tribal] 
  Your seed shots are legendary for their power. 
  Prerequisites: Must be deku, Strength 15+, 
  Constitution 13+. 
  Benefit: You may add double your Strength 
  bonus to your seed shot damage bonus. 
  Improved Seed Shot [Tribal] 
  Your seed shot does more damage than normal. 
  Prerequisite: Must be deku. 
  Benefit: 
  Your 
  seed 
  shot 
  range 
  increment 
  increases by 5 ft to a starting range increment of 
  20ft. In addition, you may use your seed shot 
  four times per day instead of three. This feat also 
  increases the damage dealt per seed shot to 1d4, 
  and changes the damage type from subdual to 
  normal. The feat can only be taken once. 
  Improved Speed Roll [Tribal] 
  You are able to put incredible speed into your 
  rolls. 
  Prerequisites: Must be goron, Speed Roll, 
  Strength 13+, Tumble 5+ ranks. 
  Benefits: You may add +5 ft. per round to your 
  speed increments when curl-and-rolling down a 
  slope. Thus, you add 15 ft. per round to your 
  current speed. 
  Improved Water Skipping [Tribal] 
  You can travel greater distances when skipping 
  across the surface of water. 
  Prerequisites: Must be deku. 
  Benefits: When using the Water Skipping racial 
  ability, you increase the distance you can travel 
  by 5 ft. This feat may be taken multiple times. 
  Its effects stack. 
  Legendary Temperature Resistance [Tribal] 
  Your resistance to extreme water temperatures is 
  legendary. 
  Prerequisites: Must be a zora, Temperature 
  Resistance. 
  Benefit: When submerged in very cold (sub zero 
  or slightly above or below) water, you take no 
  damage from exposure. 
  Normal: You would suffer 1d4 points of subdual 
  damage per minute of exposure from the 
  Temperature Resistance feat. 
  Light Affinity [Tri-Force, Tribal] 
  You have an affinity with Light magic beyond that 
  of other members of your race. 
  Prerequisites: Intelligence 15+, Light Focus, 
  must have Light as your racially favored Aspect. 
  Benefits: All Light Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Light Aspect [Tri-Force] 
  You are trained in the use of Light magic. 
  Prerequisite: Intelligence 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Light Aspect pool, 
  and cast spells of the Light Aspect if you know 
  them. You no longer add magic points to your 
  latent pool. 
  Special: Upon gaining this feat, you may allocate 
  any number of latent magic points to your Light 
  pool. 
  Light Aversion [Tri-Force, Tribal] 
  You detest Light magic so strongly that you are 
  resistant to its effects. 
  Prerequisites: Must have Light as your racially 
  opposed Aspect, must not have allocated magic 
  points in your Light pool. 
  Benefits: You gain SR 10 against Light magic 
  effects. You cannot use Light magic in any form. 
  Light Focus [Tri-Force] 
  You are adept at the use of Light magic. 
  Prerequisites: Intelligence 13+, Light Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Light magic. 
  
   
   
  63
  Special: The bonus stacks with the bonuses for 
  racially favored aspects. 
  Light’s Point Blank Shot [Imbued] 
  The guidance of Light increases your ranged 
  attacks as if they were close range. 
  Prerequisites: Light Aspect, Point Blank Shot. 
  Benefit: You may spend a number of magic 
  points from your Light pool, up to a maximum of 
  4.  Each magic point spent adds 10 feet to Point 
  Blank Shot, thus granting you the bonuses from 
  Point Blank Shot at distances farther than 30 
  feet. 
  Normal: Point Blank Shot normally only applies 
  to shots within 30 feet, regardless of range 
  increments. 
  Luck of the Goddesses [Tribal] 
  Circumstance affects your luck. 
  Prerequisites: Must be hylian, Luck of the 
  Hylian, base saves at +5, +3, and +2 for good, 
  medium and poor saves respectively. 
  Benefit: You may shift your total luck bonus to a 
  single saving throw, thereby doubling or tripling 
  the total bonus applied. Doing so is a free action 
  and may be done once per day. For example, a 
  hylian who meets the prerequisites for this feat 
  has a +2 luck bonus to all saving throws. Once 
  per day as a free action, the hylian may shift the 
  +2 bonus from any one or two of the saving 
  throws to one or more saving throws. Thus, you 
  may choose to forgo your +2 luck bonus to Fort 
  saves, and add the additional +2 to Ref saves. 
  Alternately, you may forgo the +2 to Fort and 
  Ref saves, and add the +4 to Will saves. These 
  bonuses stack with all other bonuses. 
  Luck of the Hylian [Tribal] 
  You are slightly luckier than most hylians. 
  Prerequisite: Must be a hylian. 
  Benefit: You receive an additional +1 luck bonus 
  to all your saving throws. This stacks with your 
  racial bonus granting you a total of a +2 luck 
  bonus to all your saving throws. These bonuses 
  stack with all other bonuses, including other luck 
  bonuses. 
  Meditation [Tri-Force] 
  You are graced with clarity of mind that enables 
  you to draw more magical energy into yourself 
  than is usually normal. 
  Prerequisites: Wisdom 15+ 
  Benefit: You get an additional +1 magic points 
  every time you gain magic points from a class. 
  Meditation Master [Tri-Force] 
  Your clarity of thought is so powerful that you 
  are veritably filled to the brim with magical 
  energy. 
  Prerequisites: Meditation, Greater Meditation, 
  Wisdom 19+ 
  Benefit: You get an additional +5 magic points 
  every time you gain magic points from a class. 
  Special: This feat supersedes the Meditation and 
  Greater Meditation feats. 
  Moblin Sniffer [Tribal] 
  Your sense of smell is sharp enough to aid you in 
  tracking. 
  Prerequisites: Must be a moblin, Wisdom 13+, 
  Survival 2+ ranks. 
  Benefit: You are able to detect and track 
  creatures based on their scent. This feat is 
  similar to the Scent feat, but with some notable 
  differences. You may detect opponents by sense 
  of smell if within 15 feet. If your opponent is 
  downwind of you, the range is 30 feet. If you are 
  downwind of your opponent, the range is 10 feet. 
  Strong and overpowering scents can be detected 
  at twice the range. This does not allow you to 
  detect a tracked scent’s exact location unless you 
  are within 5 feet of the scent’s source. To follow 
  a scent, you must pass a Survival check (DC 12 
  for a fresh trail +2 for every hour old the trail is). 
  Older trails may be more difficult to track; 
  otherwise, you follow the normal rules for 
  tracking. When you are tracking by scent, you 
  may ignore surface conditions and poor visibility. 
  This feat also allows you to recognize and 
  remember scents just as you would remember 
  names or faces from seeing them. Water will 
  destroy a tracked scent, and any particularly 
  strong interference odors will make it more 
  difficult to track by scent (Base DC 22 for 
  particularly strong odors, such as skunks, fish, 
  etc.). 
  Narrow Consumption [Tribal] 
  You are adept at surviving on even less 
  provisions than normal in the desert. 
  Prerequisite: Must be gerudo. 
  Benefit: You are able to survive on 1/5 the food 
  and water that non desert-dwelling creatures 
  need on a daily basis. 
  Normal: You are able to survive on ¼ the food 
  and water that non desert-dwelling creatures 
  need on a daily basis. 
  Nomad’s Ride-By Attack [Imbued] 
  The speed of the Nomad allows you to make 
  multiple attacks against your foes when making a 
  mounted charge. 
  Prerequisites: Ride 1+ ranks, Forest pool, 
  Mounted 
  Combat, 
  Ride-By 
  Attack, 
  Beast’s 
  Mounted Combat. 
  Benefit: You may spend a number of magic 
  points from your Forest pool, up to your total 
  Dexterity bonus. You may make this many 
  attacks, against any opponents in range, when 
  making a Ride-By attack. 
  Normal: Ride-By Attack normally only allows you 
  to make a single attack in a Ride-By attack. 
  One Mind [Tribal] 
  Your consciousness is linked to other kokiri. 
  Prerequisites: Must be a kokiri, Wisdom 13+. 
  Benefit: Choose a single other kokiri that you 
  are familiar with. The kokiri can be anyone, from 
  a friend and traveling companion, to a reviled 
  
   
   
  64
  enemy. When within 10 ft. of this other kokiri, 
  you become aware of situations as they do. Once 
  one of you has acted in combat, both of you are 
  considered to no longer be flat-footed, thus you 
  both retain your Dexterity bonus to Defense.   
  Special: The other kokiri does not have to have 
  this feat. If the other kokiri does have this feat, 
  the range of the empathic link is doubled to 20 
  ft. 
  Power Athletics [Imbued] 
  You can use magic to increase your athletic 
  prowess. 
  Prerequisites: Strength 13+, Fire Aspect or 
  magic points invested in the latent pool, Climb 
  2= ranks, Jump 2+ ranks, Swim 2+ ranks. 
  Benefit: You may spend a number of magic 
  points from your Fire pool or a number of magic 
  points from your latent pool, when making Climb, 
  Jump, and Swim checks. The maximum number 
  of magic points that can be spent on a single 
  check is equal to your Strength bonus. For every 
  Fire magic point or every two latent magic point 
  spent, you gain a +1 bonus to your check.  
  Power Roll [Tribal] 
  You have the ability to put a great deal into the 
  force of your rolls. 
  Prerequisites: Must be goron, Strength 13+. 
  Benefits: You may add your Strength bonus to 
  any damage done when using your curl-and-roll 
  ability. 
  Power Seed [Tribal] 
  Your seed shot is more powerful than normal. 
  Prerequisites: Must be deku, Strength 13+. 
  Benefit: You may use one and a half times your 
  Strength bonus as a bonus to damage for your 
  seed shots. 
  Normal: You may normally only use your base 
  Strength bonus as a bonus to damage. 
  Pure Blood [Tribal] 
  You are descended from a pure hylian bloodline 
  of ancient rulers or nobles. 
  Prerequisites: Must be a hylian. 
  Benefit: You start play with an additional 2d4 x 
  10 rupees. 
  Special: This feat may only be taken at first 
  level. 
  Quick Stop [Tribal] 
  It takes you less time to recover from a curl-and-
  roll than normal. 
  Prerequisite: Must be goron. 
  Benefit: You may stop your curl-and-roll as a 
  standard action. 
  Normal: Stopping a curl-and-roll is a full-round 
  action. 
  Radiant Awareness [Imbued] 
  You can use Magic to increase your Awareness. 
  Prerequisites: 
  Wisdom 
  13+, 
  Light 
  Aspect, 
  Listen 2+ ranks, Search 2+ ranks, Spot 2+ 
  ranks. 
  Benefits: You may spend a number of magic 
  points from your Light pool or a number of magic 
  points from your latent pool, when rolling skill 
  checks using the Listen, Search, and Spot skills. 
  The maximum number of magic points that can 
  be spent on a single check is equal to your 
  Wisdom bonus. For every Light magic point or 
  every two latent magic point spent, you gain a 
  +1 bonus to your check. 
  Rain’s Disarm [Imbued] 
  The driving power of the rains helps you knock 
  the weapons from your opponent’s hands. 
  Prerequisites: Intelligence 13+, Water Aspect, 
  Improved Disarm, Water’s Expertise. 
  Benefit: You may expend a number of magic 
  points from your Water Pool, up to a maximum of 
  5, and include this as a bonus to your disarm roll. 
  You do not provoke an attack of opportunity 
  when you make a disarming attempt, nor does 
  your opponent have a chance to disarm you. 
  Normal: Improved Disarm does not include a 
  bonus to disarm checks. 
  Reckless Blows [General] 
  Prerequisite: Constitution 13+ 
  Benefit: You increase your attack accuracy at 
  the expense of defense. For one round, you may 
  subtract up to 5 from your Defense and add that 
  number to your attack rolls. 
  Scent Reflex [Tribal] 
  Your senses aid you in escaping danger. 
  Prerequisites: Must be a moblin, Wisdom 13+, 
  Moblin Sniffer. 
  Benefit: Pick a particular person or specific 
  creature that you have tracked before. It may 
  even be a certain creature or monster type, such 
  as goriyas. When tracking the chosen prey, you 
  gain a +2 bonus to Reflex saves and Defense 
  against the very first attack that opponent makes 
  against you. After the first attack, you lose the 
  bonus until a new or different encounter. 
  Shade’s Mobility [Imbued] 
  The power of shadows allows you to bend and 
  weave around your opponents. 
  Prerequisites: Dexterity 13+, Shadow Aspect, 
  Mobility, Shadow’s Dodge. 
  Benefit: You may spend a number of magic 
  points from your Shadow pool and gain that 
  value as a dodge bonus to Defense against 
  attacks of opportunity caused when you move 
  out of or within threatened areas.  This bonus 
  stacks with the bonuses from the Mobility feat. 
  Normal: Mobility normally only allows a +4 
  bonus to AC against attacks of opportunity within 
  threatened areas. 
  Shadow Affinity [Tri-Force, Tribal] 
  You have an affinity with Shadow magic beyond 
  that of other members of your race. 
  Prerequisites: Charisma 15+, Shadow Focus, 
  must have Shadow as your racially favored 
  Aspect. 
  
   
   
  65
  Benefits: All Shadow Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Shadow Aspect [Tri-Force] 
  You are trained in the use of Shadow magic. 
  Prerequisite: Charisma 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Shadow Aspect pool, 
  and cast spells of the Shadow Aspect if you know 
  them. You no longer add magic points to your 
  latent pool. 
  Special: Upon gaining this feat, you may allocate 
  any number of latent magic points to your 
  Shadow pool. 
  Shadow Aversion [Tri-Force, Tribal] 
  You detest Shadow magic so strongly that you 
  are resistant to its effects. 
  Prerequisites: Must have Shadow as your 
  racially opposed Aspect, must not have allocated 
  magic points in your Shadow pool. 
  Benefits: You gain SR 10 against shadow magic 
  effects. You cannot use shadow magic in any 
  form. 
  Shadow Focus [Tri-Force] 
  You are adept at the use of Shadow magic. 
  Prerequisites: Charisma 13+, Shadow Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Shadow magic. 
  Special: The bonus stacks with the bonuses for 
  racially favored aspects. 
  Shadow’s Dodge [Imbued] 
  The power of Shadow confounds your opponents. 
  Prerequisites: Dexterity 13+, Shadow Aspect, 
  Dodge. 
  Benefit: You may expend a number of magic 
  points from your Shadow pool and designate that 
  many opponents for which your dodge bonus 
  applies for this round. 
  Normal: Dodge normally only allows your to 
  designate one opponent for which the bonus 
  applies. 
  Shark Charge [Tribal] 
  Your charges carry the fury of a frenzied shark. 
  Prerequisites: Must be a zora, Strength 15+, 
  Dexterity 13+, Power Attack. 
  Benefit: You receive an additional +2 bonus on 
  attacks when charging underwater granting a 
  total bonus of +4. When on land, this feat may 
  not be used. 
  Skilled Rider [General] 
  You are extremely skilled at riding. 
  Prerequisites: Ride 2+ ranks, Dexterity 13+ 
  Benefit: Choose a specific type of mount 
  (horses, dolphins, donkeys, etc.)  You gain a +4 
  competency bonus on Ride checks when mounted 
  on that animal type. 
  Slippery [Tribal] 
  Your skin retains more water, making you as 
  slippery as an eel. 
  Prerequisites: Must be tokay. 
  Benefit: Your natural slipperiness increases your 
  racial Defense bonus by +1 (for a total of +4). 
  Slow Dehydration [Tribal] 
  You dehydrate less rapidly when out of the water 
  for long periods. 
  Prerequisite: Must be zora. 
  Benefit: You may spend one additional day out 
  of the water before dehydration begins to set in. 
  You may take this feat multiple times. Its effects 
  stack. 
  Soul’s Stunning Fist [Imbued] 
  The power of the Soul assists you in seeking vital 
  areas of your foes. 
  Prerequisites: Dexterity 13+, Wisdom 13+, 
  Spirit 
  Aspect, 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist, Spirit’s Improved Unarmed Strike, 
  Base Attack Bonus 8+. 
  Benefit: You may spend a number of magic 
  points from your Spirit pool, up to your Dexterity 
  bonus. You may make this many Stunning Fist 
  attacks this round, and these may be used on the 
  same target, resulting in multiple saving throws, 
  but not compounded stunning effects. 
  Normal: Stunning Fist usually only allows a 
  single Stunning Fist attack each round. 
  Speed Roll [Tribal] 
  You are able to put more speed into your rolls. 
  Prerequisites: Must be goron, Strength 13+, 
  Tumble 6+ ranks. 
  Benefits: You may add +5 ft. per round to your 
  speed increments when curl-and-rolling down a 
  slope. Thus, you add 10 ft. per round to your 
  current speed. 
  Speed Seed [Tribal] 
  You may use your seed shot with greater 
  frequency. 
  Prerequisite: Must be deku 
  Benefit: You gain one extra seed shot per day. 
  This feat stacks with the benefits granted by the 
  Improved Seed Shot feat. 
  Special: You may take this feat multiple times. 
  Its effects stack. 
  Spikes of Darmani [Imbued, Tribal]  
  While rolling, you can make spikes spring forth 
  from your body, adding traction and a nasty 
  surprise to those you impact with.  
  Prerequisites: Must be goron, any Aspect feat, 
  Strength 13+, Power Roll, Tumble 6 ranks, Hide 
  of Mountains.  
  Benefit: After achieving a rolling speed of 60 
  feet or more, you may spend 5 magic points to 
  make spikes spring out of your curled body for 
  one round.  Every round that the spikes continue 
  to be extended uses a further 5 magic points.  
  While your spikes are extended, any opponent 
  that you impact with is dealt an additional +1d6 
  
   
   
  66
  points of piercing and bludgeoning damage. On 
  rolling charge attacks with your spikes extended, 
  you also deal triple damage on a critical hit.  
  Furthermore, while rolling uphill, your speed is 
  decreased by 25% per round.  Your spikes are 
  immediately withdrawn if you stop rolling or 
  uncurl.  
  Normal: 
  Rolling 
  charge 
  attacks 
  deal 
  only 
  bludgeoning damage, and critical hits deal only 
  double damage.  Rolling uphill halves your speed 
  each consecutive round.   
  Spirit Affinity [Tri-Force, Tribal] 
  You have an affinity with Spirit magic beyond 
  that of other members of your race. 
  Prerequisites: Charisma 15+, Spirit Focus, 
  must have Spirit as your racially favored Aspect. 
  Benefits: All Spirit Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Spirit Aspect [Tri-Force] 
  You are trained in the arts of Spirit magic. 
  Prerequisite: Charisma 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Spirit Aspect pool, 
  and cast spells of the Spirit Aspect if you know 
  them. You no longer add magic points to your 
  latent pool. 
  Special: Upon gaining this feat, you may allocate 
  any number of latent magic points to your Spirit 
  pool. 
  Spirit Aversion [Tri-Force, Tribal] 
  You detest Spirit magic so strongly that you are 
  resistant to its effects. 
  Prerequisites: Must have Spirit as your racially 
  opposed Aspect, must not have allocated magic 
  points in your Spirit pool. 
  Benefits: You gain SR 10 against Spirit magic 
  effects. You cannot use Spirit magic in any form. 
  Spirit Focus [Tri-Force] 
  You are adept at the use of Spirit magic. 
  Prerequisites: Charisma 13+, Spirit Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Spirit magic. 
  Special: The bonus stacks with the bonuses for 
  racially favored Aspects. 
  Spirit’s Improved Unarmed Strike [Imbued] 
  The pure essence of the Spirit imbues your 
  unarmed attacks. 
  Prerequisites: Spirit Aspect, Improved Unarmed 
  Strike. 
  Benefit: You may spend a number of magic 
  points from your Spirit pool, up to a maximum of 
  your base attack. Your unarmed strike ignores 
  damage reduction -/magic.  This bonus does not 
  add to attack rolls. You count as armed when 
  making unarmed attacks, so that opponents do 
  not get attacks of opportunity against you. You 
  still get attacks of opportunity against other 
  unarmed opponents. 
  Normal: Improved Unarmed Strike does not 
  improve the enhancement of your unarmed 
  attacks for the purposes of damage reduction. 
  Steed’s Trample [Imbued] 
  The thundering strength of the steed assists you 
  and your mount in knocking down opponents. 
  Prerequisites: Ride 2+ ranks, Forest Aspect, 
  Mounted Combat, Trample, Beast’s Mounted 
  Combat. 
  Benefit: You may spend a number of magic 
  points from your Forest Pool, up to a maximum 
  of 5. If you knock your opponent down using the 
  Trample feat, your mount may immediately make 
  this many hoof attacks against them. 
  Normal: Trample normally only allows a single 
  hoof attack against an opponent knocked down 
  by your mount. 
  Swift Learner [General] 
  You pick up new tricks faster than normal. 
  Prerequisites: Wisdom 19+. 
  Benefit: You gain a 10% bonus to all experience 
  awards. 
  Tailless Tokay [Imbued, Tribal] 
  You are one of the fated Tailless Tokay. 
  Prerequisites: Must be tokay, Charisma 16+. 
  Benefit: You gain a +4 bonus to all charisma-
  based checks when dealing with other tokay. You 
  may also spend magic points and add this as a 
  luck bonus to any single saving throw you are 
  required to make. The maximum number of 
  magic points you may spend is equal to your 
  base save bonus for each save. 
  Special: This can only be taken at first level. 
  Temperature Resistance [Tribal] 
  You are resistant to extreme water temperatures. 
  Prerequisite: Must be a zora. 
  Benefit: When submerged in very cold (sub zero 
  or slightly above or below) water, you take only 
  1d4 points of subdual damage from hypothermia 
  per minute of exposure. 
  Normal: You would suffer 1d6 points of subdual 
  damage per minute of exposure. 
  Thirst of the Sands [Tribal] 
  You suffer fewer penalties for dehydration. 
  Prerequisites: 
  Must 
  be 
  gerudo, 
  Narrow 
  Consumption. 
  Benefit: 
  Any 
  numeric 
  penalties 
  due 
  to 
  dehydration are halved during the first day that 
  dehydration has set in. After the first day, you 
  may make a Constitution check (DC 20 +2 per 
  day after the first). If the check is successful, 
  your dehydration penalties are still halved. If the 
  check 
  fails, 
  you 
  suffer 
  full 
  penalties 
  for 
  dehydration. 
  Special: While this feat allows you to halve 
  dehydration penalties, be aware that penalties 
  may increase in severity over the course of time, 
  thus increasing the penalty this feat affects. 
  
   
   
  67
  Thundering Sunder [Imbued] 
  The tremendous fury of Thunder assists you in 
  shattering your opponent’s weapons. 
  Prerequisites: Strength 13+, Fire Aspect, Power 
  Attack, Sunder, and Fire’s Power Attack. 
  Benefit: You may spend a number of magic 
  points from your Fire pool, up to your Strength 
  bonus, and add this to your sunder attack rolls. 
  Normal: Sunder normally does not provide any 
  bonuses. 
  Twilight Secrecy [Imbued] 
  You can use magic to increase your secretive 
  actions. 
  Prerequisites: Dexterity 13+; Hide 4+ ranks, 
  Move Silently 4+ ranks, Sleight of Hand 4+ 
  ranks. 
  Benefits: You may spend a number of magic 
  points from your Shadow pool or a number of 
  magic points from your latent pool when rolling 
  skill checks using the Hide, Move Silently, and 
  Sleight of Hand skills. The maximum number of 
  magic points that can be spent on a single check 
  is equal to your Dexterity bonus. For every 
  Shadow magic point or every two latent magic 
  point spent, you gain a +1 bonus to your check. 
  Water Affinity [Tri-Force, Tribal] 
  You have an affinity with Water magic beyond 
  that of other members of your race. 
  Prerequisites: Wisdom 15+, Water Focus, must 
  have Water as your racially favored Aspect. 
  Benefits: All Water Aspect spells have a base 
  magic points cost equal to their level instead of 
  their normal base cost. 
  Normal: The base magic points cost of spells is 
  usually (level x 2) –1. 
  Water Aspect [Tri-Force] 
  You are trained in the use of Water magic. 
  Prerequisite: Wisdom 11+. 
  Benefit: You may allocate new magic points 
  gained at each level to your Water Aspect pool, 
  and cast spells of the Water Aspect if you know 
  them. You no longer add magic points to your 
  latent pool. 
  Special: Upon gaining this feat, you may allocate 
  any number of latent magic points to your Water 
  pool. 
  Water Aversion [Tri-Force, Tribal] 
  You detest Water magic so strongly that you are 
  resistant to its effects. 
  Prerequisites: Must have Water as your racially 
  opposed Aspect, must not have allocated magic 
  points in your Water pool. 
  Benefits: You gain SR 10 against Water magic 
  effects. You cannot use Water magic in any form. 
  Water Focus [Tri-Force] 
  You are adept at the use of Water magic. 
  Prerequisites: Charisma 13+, Water Aspect. 
  Benefits: 
  You 
  get 
  +1 
  caster 
  level 
  for 
  determining the effects of Water magic. 
  Special: The bonus stacks with the bonuses for 
  racially favored Aspects. 
  Water’s Expertise [Imbued] 
  The flowing power of Water helps you use your 
  attack for defense. 
  Prerequisites: 
  Int 
  13+, 
  Water 
  Aspect, 
  Expertise. 
  Benefit: You may spend a number of magic 
  points from your Water pool and subtract this 
  from you Base Attack Bonus to add it to your 
  Defense as a dodge bonus until your next action. 
  This number may not exceed your Base Attack 
  Bonus. 
  Normal: Expertise normally has a limit of +5. 
  Wave’s Trip [Imbued] 
  The tremendous powers of the Waves assist you 
  in knocking over your opponent. 
  Prerequisites: 
  Int 
  13+, 
  Water 
  Aspect, 
  Expertise, Water’s Expertise. 
  Benefit: You may expend a number of magic 
  points from your Water pool, up to a maximum 
  of 5, and include this as a bonus to your trip roll. 
  If you succeed, you may make an immediate 
  melee attack against that opponent, as if you did 
  not spend your attack making the trip attack. 
  Normal: Improved Trip does not include a bonus 
  to trip attacks. 
  Whale Slam [Tribal] 
  Your bull rush attacks are as ferocious as a great 
  whale’s. 
  Prerequisites: Must be a zora, Strength 15+, 
  Power Attack, Improved Bull Rush. 
  Benefit: You gain a +2 bonus to Strength checks 
  when attempting the bull rush maneuver. In 
  addition, if you attempt the bulrush on land, you 
  push the defender back the normal 5 feet. If the 
  bull rush is done underwater or you and the 
  defender are at least half submerged, you push 
  them back 10 feet.  
  Special Armor 
  Leaf Armor: As name says it the armor is made 
  out of leafs. It is rare to see any other race 
  wearing this besides Deku, the race that first 
  used it. The wearer gets a penalty –2 for move 
  silent checks due the sound of the leaves. 
  And a +4 bonus for hide checks in plant live 
  (when the leafs are in the right season) 
  Over Plate: Can be worn over certain other 
  types of armor to provide an additional armor 
  bonus that stacks with both the foundation armor 
  and any shield worn. A character can wear over 
  plate effectively over padded, leather or chain 
  shirt armor. A character needs armor proficiency 
  (medium) to wear over plate with no penalty. 
  This was mostly worn over chain shirts by Hylian 
  soldiers before and a few centuries after the 
  Great War. 
  Wooden Plate: Deku hate to wear steel armor 
  and this is there answer. This was mostly worn 
  
   
   
  68
  bye Deku nobles. The wearer gets a +6 bonus to 
  swim checks while wearing the armor because of 
  the wood’s natural buoyancy. 
  Mundane Equipment 
  Bomb: This is a sealed container filled with an 
  explosive compound with a fuse. Once lit, the 
  fuse lasts for two rounds, before the bomb 
  detonates. The fuse can easily be removed, but 
  doing so requires a Disable Device check (DC 25 
  when lit, DC 15 otherwise) to do so without 
  detonating the bomb. Once detonated, the bomb 
  deals damage to everyone within 20 feet, 
  starting at 4d6 within the first 5 feet, and 
  decreasing 
  by 
  1d6 
  damage 
  every 
  5 
  feet 
  thereafter, until only causing 1d6 damage at 20 
  feet. Everyone in the blast may make a Reflex 
  save (DC 20) to take half damage. 
  Bombchu: This weapon is a focused miniature 
  bomb that is built with wheels and a magical 
  sensor so that it can move towards the target. 
  When placed, it moves 40 feet per round towards 
  the target before detonating after two rounds 
  and causing 2d6 damage to everyone within 5 
  feet. The bombchu does not move around 
  obstacles, and will detonate upon impact against 
  such as obstacle. If it moves into an occupied 
  square, that character must make a Reflex save 
  (DC 20) to avoid detonating the Bombchu. 
  Anyone caught in the blast, except the character 
  that triggers the Bombchu, may make a reflex 
  save (DC 20) for half damage. 
  Boomerang: The boomerang can be used to 
  stun opponents at a distance, and any target 
  struck by a ranged touch attack must make a 
  Fortitude save (DC is equal to the attack roll + 
  damage dealt) or be stunned for 1d4+1 rounds. 
  If you miss when throwing a boomerang, it 
  returns to you and you may catch it with a 
  Dexterity check (DC 12) as a free action. The 
  Boomerang has a range increment of 15 feet.  A 
  creature stunned by a boomerang hit cannot be 
  stunned again until the original stun duration has 
  expired and a new attack with the boomerang is 
  made. 
  Collapsible 
  Ladder: 
  This 
  cunningly 
  simple 
  gadget is a collapsible ladder, which can extend 
  itself to 50 feet by unfolding it. You may extend 
  or contract the ladder at a rate of 10 feet per 
  round. 
  Collapsible Raft: This is a simple 10-foot x 10-
  foot seaworthy waterproof raft, which can, 
  Table 5-2: Armor 
   
   
   
   
   
   
  Speed 
   
  Armor 
  Cost 
  DR 
  MDB 
  ACP 
  ASF 
  20 ft. 
  30 ft. 
  40 ft. 
  Weight 
  Light Armor 
  Padded 
  5 rp 
  1/- 
  +8 
  -0 
  5% 
  20 ft. 
  30 ft. 
  40 ft. 
  10 lbs. 
  Leaf* 
  10 rp 
  2/- 
  +5 
  -1 
  5% 
  20 ft. 
  30 ft. 
  40 ft. 
  5 lbs. 
  Leather 
  10 rp 
  2/- 
  +6 
  -0 
  10% 
  20 ft. 
  30 ft. 
  40 ft. 
  15 lbs. 
  Studded Leather 
  25 rp 
  3/- 
  +5 
  -1 
  15% 
  20 ft. 
  30 ft. 
  40 ft. 
  20 lbs. 
  Chain Shirt 
  100 rp 
  4/- 
  +4 
  -2 
  20% 
  20 ft. 
  30 ft. 
  40 ft. 
  25 lbs. 
  Medium Armor 
  Over Plate* 
  25 rp 
  1/- 
  - 
  -1 
  10% 
  20 ft. 
  30 ft. 
  40 ft. 
  10 lbs 
  Hide 
  15 rp 
  5/- 
  +4 
  -3 
  20% 
  15 ft. 
  20 ft. 
  25 ft. 
  25 lbs. 
  Wooden Plate* 
  50 rp 
  5/- 
  +3 
  -4 
  25% 
  20 ft. 
  30 ft. 
  40 ft. 
  20 lbs. 
  Scale Mail 
  50 rp 
  6/- 
  +3 
  -4 
  25% 
  15 ft. 
  20 ft. 
  25 ft. 
  30 lbs. 
  Chainmail 
  150 rp 
  7/- 
  +2 
  -5 
  30% 
  15 ft. 
  20 ft. 
  25 ft. 
  40 lbs. 
  Breastplate 
  200 rp 
  7/- 
  +3 
  -4 
  25% 
  15 ft. 
  20 ft. 
  25 ft. 
  30 lbs. 
  Heavy Armor 
  Splint Mail 
  200 rp 
  8/- 
  +0 
  -7 
  40% 
  15 ft. 
  20 ft. 
  25 ft. 
  45 lbs. 
  Banded Mail 
  250 rp 
  8/- 
  +1 
  -6 
  30% 
  15 ft. 
  20 ft. 
  25 ft. 
  35 lbs. 
  Half-Plate 
  600 rp 
  9/- 
  +0 
  -7 
  40% 
  15 ft. 
  20 ft. 
  25 ft. 
  50 lbs. 
  Full Plate 
  1500 rp 
  10/- 
  +1 
  -6 
  30% 
  15 ft. 
  20 ft. 
  25 ft. 
  50 lbs. 
  Shields 
  Buckler 
  15 rp 
  1/- 
  - 
  -1 
  5% 
  - 
  - 
  - 
  5 lbs. 
  Shield, Light Wooden 
  3 rp 
  1/- 
  - 
  -1 
  5% 
  - 
  - 
  - 
  5 lbs. 
  Shield, Light Steel 
  9 rp 
  1/- 
  - 
  -1 
  5% 
  - 
  - 
  - 
  6 lbs. 
  Shield, Heavy Wooden 
  7 rp 
  2/- 
  - 
  -2 
  15% 
  - 
  - 
  - 
  10 lbs. 
  Shield, Heavy Steel 
  20 rp 
  2/- 
  - 
  -2 
  15% 
  - 
  - 
  - 
  15 lbs. 
  Shield, Tower 
  30 rp 
  4/- 
  +2 
  -10 
  50% 
  - 
  - 
  - 
  45 lbs. 
  * Indicates a special armor. See description for details. 
  Table 5-3: Mundane Weapons 
  Weapon 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Type 
  Boomerang 
  35 rp 
  1d3 
  1d4 
  19-20/x2 
  15 ft. 
  Bludgeoning 
  Slingshot 
  10 rp 
  1d3 
  1d4 
  X2 
  50 ft. 
  Bludgeoning 
  Stone Shooter 
  45 rp 
  1d3 
  1d4 
  X2 
  60 ft. 
  Bludgeoning 
  
   
   
  69
  through a series of artisan’s levers and 
  hinges, collapse into a backpack box for easy 
  storage. 
  Flash Bomb: This sealed container shatters 
  on impact. A ranged attack roll is required to 
  hit the target, like any other grenade-like 
  weapon. Anyone within 30 feet of the 
  grenade when it lands must make a Will 
  save (DC 20) or be blinded for 1d4+1 
  rounds. 
  Hookshot: The hookshot is a complex 
  gadget that is simplistic in theory. It is a 
  reinforced crossbow like device that fires a 
  grappling hook like crossbow bolt into the target, 
  and then recoils, either pulling the target to you 
  or you to the target. On a successful ranged 
  touch attack, the target takes 1d8 damage. Roll 
  an opposed Strength check between the target 
  and the attacker.  The loser is pulled to the 
  winner, 
  through 
  any 
  intervening 
  obstacles 
  (unless the obstacle would be enough to provide 
  half cover or more. If any side is immobile, then 
  they automatically win. If both sides are 
  immobile, the attacker must make a Reflex save 
  (DC 15) or have the hookshot pulled from his 
  hand.  
  Iron Boots: When worn, these boots counter the 
  user’s natural buoyancy, and allows him to walk 
  along the bottom of lakes and oceans. These 
  boots do not provide the ability to breathe while 
  under 
  such 
  surfaces 
  and 
  many 
  a 
  foolish 
  adventurer has died by having their air supply 
  run short. 
  Magnetic Glove: The Magnetic Glove is a 
  curious device that allows the user to pull or 
  push metals towards him, or to propel himself 
  towards metals. A quick flick of the wrist in 
  enough to change polarity.  The gloves provide a 
  +4 enhancement bonus to any Strength or 
  Strength-based check when dealing with moving 
  metal objects with your hands. 
  Mega-Bomb: This large bomb is extremely 
  devastating. Once lit, the fuse lasts for four 
  rounds before detonating. The fuse can be 
  removed, but doing so requires a Disable Device 
  check (DC 25 when lit, and DC 15 otherwise) to 
  do so without detonating the bomb. Once 
  detonated, the bomb deals damage to everyone 
  within 50 feet, starting at 10d6 within the first 
  five feet, and decreasing by 1d6 every 5 feet 
  thereafter, until only causing 1d6 damage at 50 
  feet. Everyone in the blast may make a Reflex 
  save (DC 20) to take half damage. 
  Slingshot: The slingshot is a modified sling that 
  can project a single stone or bullet. It deals 1d4 
  damage, and has a range increment of 50 feet. 
  Stone Shooter: This weapon is a modified sling 
  that can project a single stone or bullet. It deals 
  1d4 damage and has a range increment of 60 
  feet. It takes move-equivalent action to reload, 
  and can hold up to five stones or bullets. 
   
  Table 5-4: Mundane Equipment 
  Item 
  Price 
  Size 
  Weight 
  Bomb 
  20 rp 
  S 
  3 lbs. 
  Bombchu 
  30 rp 
  S 
  2 lbs. 
  Collapsible Ladder 
  75 rp 
  M – H 
  20 lbs. 
  Collapsible Raft 
  65 rp 
  S – L 
  25 lbs. 
  Flash Bomb 
  25 rp 
  S 
  2 lbs. 
  Hookshot 
  150 rp 
  S 
  6 lbs. 
  Iron Boots 
  500 rp 
  S 
  40 lbs. 
  Magnetic Gloves 
  45 rp 
  S 
  5 lbs. 
  Mega-Bomb 
  200 rp 
  M 
  15 lbs. 
  
   
   
  70
  Chapter 6 Character Detail 
  The world of the Legend of Zelda is a world of 
  mystery and surprise, adventure and intrigue. It 
  is rich in history and culture, legends and myths 
  from long ago Ages of glory and promises of 
  adventurous futures. Your characters are the 
  heroes and villains that shape the world of the 
  legend Zelda according to their actions.  It is 
  your characters that will shape the fate and 
  course of the campaign you are in, and 
  ultimately decide the fate of the game. 
  However, who is your character? For what does 
  he or she fight? What does he or she believe in? 
  Why does he or she bother seeking adventures at 
  all? Why does he or she bother with the danger 
  and excitement of it all in the first place? The 
  world of the Legend of Zelda is a large and 
  complex world, full of possibilities to explore. By 
  creating a well-developed character, you can 
  more successfully integrate them into this rich 
  tapestry of a world and experience it at its true 
  potential. 
  Well-rounded 
  and 
  researched 
  characters help provide a firm backbone to a 
  campaign. Players can relate to their characters – 
  they feel more comfortable playing them, and 
  thus find it easier to roleplay their characters 
  effectively. This in turn simplifies the creative 
  process for the GM, who now has a solid 
  character with a clearly defined personality to 
  base NPCs off. Adventures can be created to suit 
  an individual player character’s desires and 
  needs. 
  This chapter helps explain ways to create better 
  characters for play in the Legend of Zelda D20 
  game, and how to detail them. It provides rules 
  for determining basic statistics of a character, as 
  well as explaining the slightly more complex 
  aspect known as your character’s focus. Many of 
  the options presented in this chapter are 
  optional. If you already know how tall you want 
  your hylian to be, or how much your goron 
  weighs, and it meets with your GM’s approval, 
  then do not bother with consulting a few random 
  height 
  and 
  weight 
  charts. 
  Use 
  your 
  own 
  discretion if that is what suits you best. The 
  tables presented in this chapter are to help you 
  speed the creation of a character by determining 
  trivial details for you while allowing you to focus 
  on the more important details of character 
  creation, presented later in this chapter. 
  Languages 
  There are a plethora of languages that exist in 
  the Legend of Zelda D20 game.  The most 
  common languages are listed below, though the 
  certainly variations of these exist.  In addition, 
  your GM is free to use any standard language 
  from the Player’s Handbook.  The Common 
  tongue is the most widely used language and 
  was originally a derivative of a merchant tongue 
  taken from combining many languages together. 
  Languages: 
  Deku, 
  Goron, 
  Gerudo, 
  Hylian, 
  Tokay, Subrosian, Moblin, Kokiri, Fairy, Zoran, 
  Goriyan, Rito, and Draconic. 
  Focus 
  The Legend of Zelda is a game of good and evil. 
  Villains and evildoers seek to destroy or hurt that 
  which brave heroes wish to protect. Dastardly 
  foes thwart the intentions of heroes and seek 
  power over all who oppose them. Legendary 
  heroes battle to save what they believe is worth 
  fighting for. And somewhere in between are the 
  folk who do what they believe is right, unsure of 
  the balance between good and evil or perhaps 
  uncaring of it. This sense of morality and 
  obligation is summed up in game by your 
  Table 6-1: Focus Outlooks and Examples 
  Focus 
  General Outlook 
  General Examples 
  Light 
  Respect for the values and ethics of others, non-
  selfish behavior, self-sacrifice for the greater 
  good, healing and constructive processes are 
  endorsed, violence used as reaction only when 
  necessary or as a last resort, equality and fairness 
  are highly regarded. 
  Hylian Knights, Link, Princess Zelda, 
  most sheikah, the Master Sword, Sage 
  of 
  Light, 
  Navi, 
  wizzrobe 
  healers, 
  devotees to the Goddesses. 
   
  Shadow 
  Survival is all important, selfish behavior for the 
  betterment of the self or close comrades/loved 
  ones is perfectly acceptable, willingness to do 
  what must be done regardless of the cost, 
  adhesion to oaths and promises if possible and 
  suitable, violence is used on an as-needed basis. 
  Many gerudos, Sage of Shadow, most 
  commoners, 
  greedy 
  merchants, 
  mercenaries, Princess Ruto, Skull Kid. 
   
  Dark 
  Survival is the top priority, any act or behavior is 
  acceptable for profit or pleasure, violence may be 
  used arbitrarily or when desired, destruction often 
  takes precedence over healing, life matters less 
  than profit, equality or fairness are based on 
  prejudices. 
  Ganondorf, 
  Agahnim, 
  Nightmare 
  creatures, 
  thieves 
  and 
  bandits, 
  murderers, 
  Thunderbird, 
  dark 
  wizzrobes. 
   
  
   
   
  71
  character’s focus. Focus is a linear, generalized 
  statement about where your character’s loyalty 
  lies. Before you play your character, choose a 
  starting focus to align with. This focus should be 
  used as a moral compass whenever the character 
  is in doubt as to the ethical weight of a decision. 
  Focus helps the character align himself with 
  causes or beliefs by providing a guidepost of 
  behavior and common practices to associate 
  with. 
  Focus is by no means the end-all-be-all of your 
  character’s morality. Focus is simply a general 
  overview of the character’s basic belief structure. 
  It identifies the character in a broad sense, but 
  does not automatically classify a character as 
  good or evil, hero or villain. Rather, focus simply 
  gives you a foundation upon which to base 
  decisions. 
  Choosing Focus 
  During the character creation process, choose 
  your character’s focus from the three listed 
  below. You may only choose one focus, though 
  the focus may change during game play, as 
  described later. More in-depth descriptions of 
  each focus can be found below. 
  Light 
  The focus of light is devoted towards the values 
  of justice, equality, and heroism. This is generally 
  defined as acts of goodness, though the term 
  ‘good’ is a fickle definition of a person’s particular 
  perspective on what is good versus what is not 
  good. Light focus is centered on a morality of 
  attempting to do the best thing in a given 
  situation with as little harm, destruction, and 
  malevolence as possible. Light focus revolves 
  around the idea that at some point, self-sacrifice 
  may be necessary to save something more 
  important than oneself. This is not to say that 
  characters that are light focus go around 
  sacrificing their lives at every opportunity. 
  Rather, it represents the ethical and aesthetic 
  knowledge that there are more important things 
  in the world than one person’s needs and wants, 
  and some things must be given up for the 
  greater good.   
  Characters with the light focus are frequently 
  law-abiding citizens or adventurers, who hold 
  themselves to a strict moral code of behavior. 
  For example, a hylian wilderfolk with the light 
  aspect might use his wilderfolk abilities to protect 
  his home and the surrounding lands. He may 
  aggressively strike at any evil being that 
  purposefully attacks or trespasses his homeland, 
  but if something less than brute force and 
  violence was an option, the character would more 
  than likely try the alternative method first. For 
  instance, the wilderfolk’s home is attacked by 
  moblins and the wilderfolk fights off the moblin 
  war party. Later, while exploring the surrounding 
  lands, the wilderfolk stumbles across a few 
  moblin children, now parentless after the attack. 
  A light focus character would let the moblin 
  children go, knowing that their parent’s cruel 
  ways may not end up being the paths these 
  children yet follow. He may even raise them as 
  his own, or watch them from afar to make sure 
  they do no mischief. 
  Safe to say, the majority of characters and NPCs 
  are not light focus. Many famous heroes have 
  been, such as Link, Princess Zelda, Impa, Darun, 
  and even Navi. Ultimately, the light focus 
  embodies the best traits of a person and shows 
  an adherence to good. 
  Shadow 
  Of all three focuses, shadow is the most 
  numerous amongst the peoples of the world of 
  the Legend of Zelda. Common men and women, 
  villagers seeking only to make enough rupees to 
  buy bread and live another day, farmers at their 
  village, mercenaries who fight wars for a rupee, 
  these are all folk of the shadow focus. The 
  shadow focus embodies a certain neutrality in the 
  struggle between good and evil. This does not 
  mean that shadow focus characters do not 
  understand the difference between good and evil. 
  They may simply have very specific ideas of what 
  those ideologies mean or how they are applied. 
  Further, shadow focus characters have a keen 
  sense of self-survival. To them, surviving is the 
  essential goal of life, and everything else can 
  come second. The shadow focus is a morality 
  engaged in self-sufficiency and justification. 
  While 
  shadow 
  focus 
  characters 
  are 
  not 
  necessarily good or evil all the time, the 
  decisions they make (like all people at some 
  point or another) tend to vary depending on the 
  situation. 
  For example, a gerudo drifter of the shadow 
  focus may stumble upon a lucrative deal. She 
  may be hired to act as a scout for the war band 
  of moblins that was attacking the wilderfolk’s 
  land in the previous focus example. Through her 
  duties, she comes to realize that she is helping 
  cause the death and destruction of an innocent, 
  good man and his holdings. She may go through 
  with the bargain but warn the wilderfolk before 
  the strike, thereby justifying her actions in 
  surviving by completing her mission for the 
  agreed price. Alternatively, she may sabotage 
  the mission and side with the wilderfolk. Still, she 
  may go through with it and secretly work to foil 
  the operation from within, thereby becoming an 
  unknown ally to the wilderfolk.   
  The decision and fluctuation of the morality 
  involved in such a decision is the core of the 
  shadow focus. In the end, the shadow focus is a 
  careful balancing act between the forces of good 
  and evil, light and dark. Famous characters such 
  as Princess Ruto, Blind the Thief and even Skull 
  Kid have been of the shadow focus. 
  
   
   
  72
  Dark 
  The dark focus, while certainly specific, is not so 
  easily defined. Dark focus revolves around self-
  gratification and power. To many, the dark focus 
  represents evil incarnate. The focus’s central 
  theme 
  is 
  survival 
  at 
  any 
  cost, 
  and 
  the 
  subjugation or suppression of that which is 
  weaker and less powerful than oneself, as well as 
  the acquisition of power and dominance. Indeed, 
  when looked at in this narrow view, the dark 
  focus is truly a path that beckons to evil. Yet, the 
  dark focus is also subtler than that. While the 
  rampaging warrior who kills for pleasure and the 
  dark performer singing cacophonous ballads of 
  death to impair his enemies may be excellent 
  straightforward examples, the rich deku king who 
  taxes his subjects into poverty is also a prime 
  example. The dark focus embodies greed and 
  selfishness to the point where it becomes 
  destructive, perhaps even to oneself. 
  For example, let’s examine the cause of the 
  moblin war band in the above example from the 
  previous two focus descriptions. In this example, 
  a nearby hylian academic learned that the lands 
  and home of the wilderfolk occupy a prime trade 
  route to a wealthy deku settlement farther off. 
  Rich already, the lord considers his options. 
  Knowing that moblins tend to roam the area, he 
  quickly concocts a scheme. The academic decides 
  to approach the moblin tribe and tell them that 
  the wilderfolk is planning an attack on them 
  because he hates all moblins. The only way to 
  stop this, he tells them, is to strike first. He then 
  hires the gerudo drifter to act as a scout and 
  supervise the execution of the attack, promising 
  her great riches in exchange for her services. The 
  academic knows the moblins will be slaughtered, 
  and the wilderfolk and gerudo may very well be 
  killed as well. Nevertheless, for profit and power, 
  he is willing to go through with this. Perhaps in 
  opening this trade route, he brings in great 
  wealth to his kingdom and enriches many lives 
  with new prosperity. However, the cost of such 
  an undertaking and the callousness insensitivity 
  needed to follow through on the plan mark him 
  as having the dark focus. 
  Manipulation, deceit, and ill-born intentions can 
  be just as evil and destructive as murder and 
  pillaging, depending on the circumstance. The 
  important thing to remember is that evil is not a 
  generic face to slap on villains. Evil comes in 
  many 
  forms 
  and 
  flavors, 
  and 
  cannot 
  be 
  underestimated. Famous characters that had the 
  shadow focus include Ganon, Agahnim, and the 
  Thunderbird. 
  Changing Focus 
  Over time, a character’s original ideals and goals 
  may become blurry or insubstantial. Perhaps the 
  stresses of adventuring or a shift in morality 
  change a character’s ideas about his or her 
  ethical practices. Regardless of the reason, at 
  some point, a character may need to change 
  focus. While there are no penalties or in-game 
  mechanics to govern what must be done to 
  change a focus, it is recommended that it be 
  handled through a series of roleplaying sessions 
  where the character gradually is faced with the 
  choice of his moral dilemma, possibly culminating 
  in 
  a 
  story 
  climax 
  meant 
  to 
  cement 
  the 
  character’s first step on the path of his new 
  focus. As always, consult your GM before simply 
  changing your focus. It is important to try to be 
  on the same page with everyone in the party as 
  well. Your GM will most likely have a broader 
  idea and feel for the campaign ahead, and should 
  be able to offer consultation on a focus change. 
  Magic & Focus 
  An important note to remember when playing the 
  Legend of Zelda D20 is that the alignment 
  system presented in Player’s Handbook has been 
  removed and replaced with the more intuitive 
  focus system. While this does not affect game 
  play much, it does affect spells and abilities that 
  deal with alignments. As a general rule, many 
  abilities and effects have had their alignment 
  conditions removed or altered.  
  If the alignment is due to personality or outlook, 
  then you can swap the light focus for good, the 
  shadow focus for neutral, and the dark focus for 
  evil. 
  Law 
  and 
  chaos 
  do 
  not 
  have 
  any 
  corresponding focus. 
  If the alignment is more of a religious or magical 
  context, then you can generally replace good 
  with the Light aspect, neutral with the Spirit 
  aspect, and evil with the Shadow aspect. Unlike 
  focus, law and chaos do have very rough 
  corresponding 
  aspects, 
  with 
  chaos 
  roughly 
  approximating Fire, and order being similar to 
  Water. Neutrality on the law – chaos axis is 
  usually the same as the Forest aspect. 
  However, 
  all 
  of 
  the 
  above 
  are 
  rough 
  approximations. Some “evil” spells can be found 
  as Fire, Spirit or even Light depending upon the 
  effects they have. Usually it is better to ignore 
  alignment completely. 
  The Goddesses & the Tri-Force 
  The deities of the land are very much distant 
  from the inhabitants, and very much forgotten by 
  the common peoples. Only those versed in the 
  arts arcane and lore all but forgotten remember 
  the original deities of the world – the Goddesses 
  of the Tri-Force. The rest revere those they see 
  as divine – ancient guardians, powerful leaders, 
  and forgotten relics of the past. 
  However, not the entire world has forgotten the 
  sacrifice of the Goddesses, and more than a few 
  temples exist dedicated to the Goddesses and 
  the Aspects of the Tri-Force. Here, the faithful of 
  the Goddesses give praise, and seek to continue 
  
   
   
  73
  the plans of the Goddesses and the Tri-
  Force they created. 
  The Goddesses 
  The three Goddesses of the Tri-
  Force are Din, Nayru, and Farore. 
  Legend tells that the sacrificed 
  themselves to create the Tri-Force, 
  and this brought the gift of magic 
  to the world. 
  Each of the three Goddesses rules 
  over a part of the Tri-Force, and 
  controls two aspects of magic 
  that closely represent their natures 
  when they lived. 
  There are no game mechanics for 
  the Three Goddesses listed 
  within 
  this 
  book. 
   
  The 
  creation 
  of 
  such 
  stats 
  (should it ever become 
  necessary, 
  and 
  we 
  recommend it doesn’t) is 
  best left up to the GM.  
  The Three Goddesses are truly 
  immortal, cannot be harmed by 
  magical 
  or 
  mundane 
  weapons, 
  and 
  are 
  completely immune to magic.  The only force on 
  the planet that could stand a chance at 
  scratching one of them is the Tri-Force, the very 
  world-shaping artifact they created. 
  Din, Goddess of Power 
  Din rules the over the Aspects of Fire and 
  Shadow, which make up the Tri-Force of Power. 
  Like these powers, she is mighty, but often 
  careless. When she sets herself a goal, nothing 
  can stand in her way, and she often takes a 
  direct approach to the situation. Her lack of 
  foresight and her impatience and impetuousness 
  often cause her to cause more damage then she 
  fixes. 
  Of those that remember Din and her power, 
  she is usually worshipped by warriors and 
  drifters, as well as those wizzrobes seeing 
  the Tri-Force as a path to power, if not 
  power itself. 
   Nayru, Goddess of Wisdom 
  Nayru 
  is 
  almost 
  the 
  complete 
  opposite of Din, and the two have 
  the most intense arguments over 
  the handling of situations. Where 
  Din is all action, Nayru is all 
  understanding, and does not 
  even 
  breathe 
  without 
  understanding 
  every 
  implication her action will have 
  on the world. She rules over 
  the Aspects of Light and Water, 
  the 
  Aspects 
  reflecting 
  knowledge and order. 
  Of 
  those 
  knowing 
  about 
  Nayru, she is usually revered by those of a 
  scholarly bent, such as academics, artisans 
  and wizzrobes. 
  Farore, Goddess of Courage 
  The last of the Goddesses is Farore, goddess of 
  courage. She governs the aspects of Forest and 
  Spirit. 
  She 
  spends most 
  of 
  her 
  time 
  mediating between Din and Nayru. She, 
  like her Aspects, possesses enough 
  understanding of life and the universe 
  to keep them both from destroying the 
  world. 
  Of those knowing about Farore, those 
  most likely to worship her are the 
  wilderfolk, performer and noble, who 
  all wish to empathize both with her 
  undying sense of balance and 
  her ability to sway even the 
  most distant of souls to her 
  way of thinking. 
  Guardian Spirits 
  The three Goddesses, while 
  the only true deities that exist 
  within the world of the Legend of 
  Zelda, are not the only higher powers.  Lord 
  Jabu-Jabu, Valoo, Cyclonus and others are 
  creatures 
  of 
  great 
  power, 
  and 
  are 
  often 
  worshipped as demigods, or guardian spirits.  A 
  Guardian Spirit is a creature or magical entity 
  that has attained a great deal of power beyond 
  the scope of mortal means.  Guardian Spirits are 
  powerful creatures, sometimes unique in nature 
  and existence, which have attained a measure of 
  withdrawal from the world.  They are 
  beyond mortal, and therefore are no 
  longer bound by the same conventions 
  that mortals are.  
  The truth behind Guardian Spirits is hazy at 
  best.  Some sages speculate that 
  their origin comers from previous 
  wanderers and adventurers who 
  have managed to use the Tri-Force 
  to grant themselves immortality.  
  Others speculate that they are 
  special protectors, left behind by 
  the Three Goddesses to watch over 
  their world and aid the world’s 
  inhabitants in times of need.  Still 
  others hypothesize that Guardian 
  Spirits 
  are 
  ancient 
  demigods, 
  possessed of incredible might 
  who simply another part of 
  the natural world, albeit a 
  rare and mysterious one. 
  The true origin of Guardian 
  Spirits is something of a 
  mystery. 
   
  During 
  the 
  creation of the world, the 
  Three Goddesses created the 
  races to populate their world.  
  Their greatest creation, however, was 
  
   
   
  74
  the Tri-Force.  In the process of creating the Tri-
  Force, and later the races to inhabit their 
  world, they created the souls of the 
  mortal races.  Yet, some souls were 
  set aside by the Goddesses for the 
  purpose of protection guardianship 
  over their races, and in time, as the 
  races of the world came to be, the 
  guardian spirits were allowed to 
  draw upon the power of the Tri-
  Force and take the shape that 
  represented their inner most self. 
  Creating a Guardian Spirit 
  Guardian 
  Spirits 
  are 
  important 
  aspects of The Legend of Zelda 
  D20.  While not all-powerful 
  deities, 
  they 
  are 
  nonetheless 
  important 
  spiritual 
  figureheads for many of the 
  world’s races.  The rito have 
  a close kinship with Valoo, the 
  zora pay homage to Lord Jabu-Jabu, and other 
  races have their own distinctive Guardian Spirits 
  as well.  Guardian Spirits are tangible – they 
  exist and can be sought out for counsel, advice, 
  and blessings.  They are not like the distant 
  Goddesses who have left the world to remain at a 
  distance most mortals cannot conceive of.  This 
  means that seekers can find Guardian spirits, for 
  good or ill is up to the seeker.  The following 
  sections help you to create your own Guardian 
  Spirit.  Keep in mind that this is not a template in 
  the pure sense.  It does not alter what a creature 
  is, though it can be layered over top of a 
  creature should that creature become a Guardian 
  Spirit (see below). 
  Becoming a Guardian Spirit 
  Most Guardian spirits have existed since time 
  immemorial.  There are the rare times when a 
  great hero may become a Guardian Spirit 
  though.  There is only one way to become a 
  Guardian Spirit: You must wish it from the 
  completed Tri-Force (all 3 Tri-Force linked 
  together).  Once this is done, you take on the 
  following 
  characteristics. 
   
  Note 
  that 
  these 
  characteristics are in addition to any class or 
  racial 
  features 
  you 
  may 
  already 
  possess or come to possess from 
  continuing to gain levels.  In addition, 
  if 
  a 
  monster 
  or 
  non-character 
  creature becomes a Guardia Spirit, 
  they may continue to advance their 
  monstrous attributes, such as Hit 
  Dice, etc. 
  Effective Character Level 
  Your effective character level 
  is increased by +5.  Add 
  this 
  to 
  your 
  total 
  character 
  level 
  to 
  determine the experience points you need to get 
  to next level.  For example, a 12th level 
  hylian wilderfolk wishes to become a 
  Guardian 
  Spirit. 
   
  He 
  then 
  acquires a +5 ECL, thus to 
  reach 13th character level 
  he 
  must 
  now 
  acquire 
  136,000 experience points 
  instead of 78,000. 
  Immunities 
  Guardian Spirits are immune 
  to spells below 7th level.  
  Spells of 7th level and higher 
  affect 
  the 
  Guardian 
  Spirit 
  normally.  Spell-like effects and 
  magic 
  items 
  only 
  affect 
  the 
  Guardian Spirit if their caster 
  level 
  is 
  13th 
  or 
  higher. 
  Guardian Spirits receive a 
  +4 sacred bonus to all saving 
  throws. 
  Spell Resistance 
  Guardian Spirits gain spell resistance 10 against 
  all magical and supernatural (when it applies) 
  effects. 
  Sacred Attacks 
  A Guardian Spirit’s melee, ranged, and unarmed 
  attacks are made with a +2 sacred bonus to 
  attack and damage rolls. 
  Blessings 
  A Guardian Spirit has the ability to bestow 
  blessings upon those it wishes to.  Most often, 
  blessings are bestowed upon a favored race or 
  type of people.  Blessings may be given, up to 
  three per day, to any the Guardian Spirit sees fit 
  to give them to.  Blessings take various forms.  
  Each blessing bestowed causes 1d10 temporary 
  ability damage to the Guardian Spirit as a part of 
  their magical essence is ripped away from their 
  very beings.  This ability damage heals normally 
  and may not be cured with spells.  While there 
  are a potentially infinite number of blessings a 
  Guardian Spirit could bestow, the following are 
  suggested guidelines for granting blessings.  
  GM’s are free to create additional blessings as 
  they see fit: 
  Access to a racial trait or ability that was 
  previously inaccessible.  For example, ritos 
  cannot truly fly until they receive the blessings of 
  a Guardian Spirit (see the rito racial description 
  or more information on rito flight). 
  Grant the use of a single 0 level spell as 
  a spell-like ability.  This blessing may 
  be bestowed upon an individual no 
  more than three times, and each 
  activation of the spell-like 
  ability costs the user 2 
  magic 
  points. 
   
  The 
  Guardian Spirit may only 
  
   
   
  75
  grant this ability once per week. 
  Increase a character’s ability score by one point.  
  It may be any ability score the character wishes 
  (or the Guardian Spirit is willing to work with).  
  This may be granted no more than three times to 
  an individual.  The Guardian Spirit may only 
  grant one of these increases per week. 
  Grant a +1 luck bonus to any numeric attribute 
  of character.  This luck bonus may be applied 
  permanently to Base Attack Bonus, Defense, 
  saving throws, or skill checks.  This may be 
  granted no more than two times to an individual.  
  The Guardian Spirit may only grant one of these 
  bonuses per week. 
  Basic Statistics 
  Tables 6-2 and 6-3, as seen below, are used 
  when generating basic vital statistics for your 
  character. As always, your GM has the final say 
  on whether or not you will need to use these. 
  When unsure of the GM’s feelings on the matter, 
  it is better to use the tables to generate these 
  statistics, so as to provide a more rounded and 
  average result amongst a group of players. 
  Name 
  Your character’s name is perhaps the most 
  important aspect of character creation. A name is 
  more than simply a moniker to refer to a fictional 
  character to. It is a symbol – a meaning that 
  draws upon the essence of what the character is. 
  A character’s name should suit the character. It 
  should ‘feel’ right when you say it, and should 
  mean something when you hear it. Perhaps your 
  character is the son of a gerudo tribal warrior. 
  Names like Stonecrusher or Rockjaw might be 
  appropriate, symbolizing the character’s strength 
  and battle prowess. If you are playing a zoran 
  performer, famed for her ballads and songs, 
  names like Eunica, Melody, or Clearsong might 
  be appropriate as musical, euphonious names.   
  Try to pick a name that has meaning not only to 
  you, but to the character and the game world as 
  well. For example, the various Links that have 
  championed the cause of good throughout the 
  ages of Hyrule have all shared a common name. 
  Yet those characters have been linked, either by 
  ancestry, destiny, or the fate of their times. In 
  such a way, the name Link symbolizes a greater 
  meaning to the setting as a whole.   
  Gender 
  Your character can be either gender, male or 
  female. There is no real difference between the 
  two 
  genders, 
  except 
  that 
  some 
  cultural 
  differences exist within different races. For 
  example, hylians tend to have an equal view of 
  gender roles. Females are treated with the same 
  respect and courtesy that men are, and are free 
  to occupy the same political and social tiers that 
  males are. Gerudos take this to an extreme. 
  Because of the rarity of males in gerudo culture, 
  females are in charge of mostly everything. 
  When the rare male is born, he is treated with 
  great respect, and is usually crowned as king of 
  the gerudos, leading his tribe or tribes until his 
  demise. 
  In 
  moblin 
  culture, 
  the 
  strongest 
  dominates, whether male or female. Of course, 
  the strongest is not necessarily the one with 
  most raw physical strength. 
  Once your gender is chosen, consider how it 
  applies to the race and class you have chosen. 
  Different genders may rely on different aspects 
  of their abilities to get them through difficult 
  situations. For example, a male goron warrior 
  may rush headlong into combat, and rely on his 
  armor and feats like Power Attack and Cleave to 
  deal out maximum damage to his foes. On the 
  other hand, a zoran female warrior may use her 
  high Dexterity score and feats such as Dodge, 
  Mobility and Spring Attack to get her in and out 
  danger fast enough to leave her foes incapable of 
  mounting a counterattack. 
  In the end, some generalities on specifics should 
  be kept in mind. Females, on an average, are 
  slightly smaller and weigh less than males. 
  However, females also tend to be somewhat 
  more nimble than males on average. The point is 
  to create a character that you can understand 
  and empathize with in order to more fully 
  connect with the character when roleplaying him 
  or her. 
  Table 6-2: Racial Starting Ages 
  Race 
  Adult Age 
  Drifters, 
  Performers, and 
  Nobles 
  Warriors and 
  Wilderfolk 
  Academics, 
  Artisans, and 
  Wizzrobes 
  Deku 
  25 
  +1d8 
  +1d8 
  +1d10 
  Gerudo 
  19 
  +1d4 
  +1d6 
  +1d8 
  Goron 
  20 
  +1d8 
  +1d4 
  +1d12 
  Hylian 
  15 
  +1d6 
  +1d6 
  +1d6 
  Kokiri 
  35 
  +1d6 
  +1d10 
  +1d8 
  Moblin 
  12 
  +2d4 
  +1d4 
  +1d12 
  Rito 
  20 
  +1d4 
  +1d6 
  +1d4 
  Subrosian 
  20 
  +1d10 
  +1d6 
  +1d6 
  Tokay 
  13 
  +1d4 
  +1d6 
  +1d6 
  Zora 
  15 
  +1d4 
  +1d6 
  +1d6 
  
   
   
  76
  Age 
  To randomly determine your character’s starting 
  age, simply consult the Table 6-2: Racial 
  Starting Ages. Your character starts at the adult 
  age listed on the table. From there, you roll the 
  dice indicated beneath what class the character is 
  on the table, and add the results. This is your 
  character’s starting age. 
  As your character ages, his or her abilities will be 
  affected. Age generally weakens the physical 
  body, but sharpens the mind and instills a 
  greater wisdom as more and more experiences 
  are absorbed. As our character advances in age 
  every year, consult Table 6-3: Racial Age 
  Modifiers for aging effects. Gradually, you will 
  notice that the character’s ability scores are 
  enhanced and penalized to reflect the aging 
  process. Simply add or subtract the listed 
  number for each age category to the relevant 
  ability scores when your character reaches that 
  age. Not that the bonuses and penalties are 
  cumulative, thus when a hylian has reached a 
  venerable age, he has received a total of –6 to 
  his Strength, Constitution and Dexterity scores, 
  and a +3 to his Intelligence, Wisdom, and 
  Charisma score. Keep in mind that no character’s 
  ability scores can ever be reduced below 1 by 
  aging effects. 
  Age also affects how your character should be 
  roleplayed. As your character gains in age and 
  experience, 
  the 
  character’s 
  personality 
  will 
  undergo changes. Older characters tend to be a 
  little more cautious. They have been through the 
  phase of their life when blood runs hot with the 
  prospect of adventure, and know better than to 
  rush 
  headlong 
  into 
  reckless 
  danger. 
  Older 
  characters have been there and done that, and 
  their wisdom is often crucial to survival. That is, 
  when it is listened to. Many younger adventurers 
  may not heed the words of wisdom that an older 
  character has to offer. Perhaps they are too 
  eager for their own stories to become legends 
  and fables. Perhaps it is simply an impatience to 
  embark on whatever adventures await them. For 
  many young, would-be adventurers, caution and 
  patience are often thrown to the wind in an effort 
  to 
  better 
  absorb 
  the 
  experience 
  of 
  their 
  adventure. Foolish as it may be, this is quite 
  common, more so in some cultures than others. 
  In addition, culture affects how age is viewed and 
  treated. Hylians tend to venerate old age as a 
  natural ending to a youthful existence. The 
  elderly are granted positions of respect and 
  modicum, but are not treated better or more 
  important than anyone else of similar status. 
  Dekus, gorons, and kokiri are known for their 
  severe respect of elders. During the times before 
  the first seizing of the Tri-Force and its later 
  sundering, the kokiri and deku alike held a great 
  respect for their mutual living symbol of natural 
  harmony, the Great Deku Tree. Gerudo often see 
  age as a sign of weakness. Though tribal elders 
  are often granted positions of respect, these 
  elders are often shamans or wizzrobes – powerful 
  spellcasters and readers of omens. The gerudo 
  see age in their warriors as a sign of weakness. 
  While their warrior elder’s blades stay sharp and 
  their minds focused, they are welcome additions 
  to the tribe’s strength. Nevertheless, when the 
  day comes that an elder fails, his blade dulls, or 
  his wits lose their keen edge, the tribe no longer 
  considers the survival of that member to be a 
  priority. Tales abound of especially cruel and 
  hardy gerudo tribes casting off their old to the 
  desert in order not to be slowed by having to 
  take care of them. 
  Height & Weight 
  For those who wish to have a more rounded and 
  random determination of your character’s height 
  and weight, consult the Table 6-4: Racial 
  Height and Weight. Find the race and sex you 
  have chosen and check the base height for them. 
  Next, roll the height bonus listed for that race 
  and add it to the base height in inches. Then 
  read over to find the base weight for that race. 
  Take your initial die roll that you got when 
  checking for height bonus, and multiply it by the 
  weight bonus listed. 
  For example, Matt’s character, Nimble (a hylian 
  male), stands at a base height of 5’ 5” tall. Matt 
  rolls 2d6 and gets a 5 and a 2 (=7), so adding in 
  7 inches to 5’ 5” gives Nimble a height of 6’. 
  Table 6-3: Racial Age Modifiers 
  Race 
  Middle Age* 
  Old Age** 
  Venerable Age*** 
  Maximum Age 
  Deku 
  70 
  95 
  120 
  +1d% 
  Gerudo 
  50 
  70 
  90 
  +2d20 
  Goron 
  65 
  85 
  110 
  +1d% 
  Hylian 
  50 
  75 
  100 
  +3d10 
  Kokiri 
  90 
  140 
  190 
  +1d% 
  Moblin 
  40 
  60 
  80 
  +2d10 
  Rito 
  55 
  80 
  80 
  +3d10 
  Subrosian 
  55 
  75 
  110 
  +2d20 
  Tokay 
  45 
  60 
  100 
  +3d10 
  Zora 
  40 
  60 
  85 
  +2d20 
  * -1 Str, Dex, and Con. +1 Int, Wis, and Cha. 
  ** -2 Str, Dex, and Con. +2 Int, Wis, and Cha. 
  *** -3 Str, Dex, and Con. +3 Int, Wis, and Cha. 
  
   
   
  77
  Nimble’s base weight lists at 110 lbs, so Matt 
  takes his previous roll, 7, and multiplies it 
  by 2d6. This time, Matt rolls 
  a 5, so he multiplies the 7 x 
  5 and ends up with 35. The 
  result is that Nimble is 6’ tall 
  and weighs 145 lbs. 
  When using these tables to 
  factor height and weight, it is 
  important 
  to 
  have 
  some 
  general idea of how your 
  character is proportioned with 
  the statistics you have rolled up. A 
  character that seems a little too 
  heavy for his or her height may just 
  be big-boned or muscular. On the 
  other 
  hand, 
  if 
  the 
  character’s 
  Strength score is low, you might 
  reason that the character is stronger in 
  one area of his or her body more than 
  another. Alternatively, perhaps 
  the character is slim though 
  well defined and toned, thus 
  adding an overall weight.   
  Regardless of the result, try to 
  keep racial tendencies in mind. For instance, 
  zoras are often slim and sleek, perfectly designed 
  for high-speed swimming and aquatic movement, 
  while moblins are often large, muscular, and very 
  rough in their movements. Exceptions occur, 
  though they tend to be rare when a race is either 
  geographically or culturally subject to strict or 
  limiting 
  conditions. 
  For 
  example, 
  gerudos 
  frequent the desert badlands and wastelands. To 
  them, water is a precious resource, and their 
  lives are filled with labor and toil simply to 
  survive. An overweight gerudo is not simply an 
  oddity, it is a danger to the tribe, and not 
  something the gerudo would tolerate. To the 
  gerudo, survival is a primary concern. A 
  glutted gerudo might be seen as a 
  water hoarder, or worse, a weakling 
  to be weeded out so that the 
  tribe may remain strong. Yet 
  again, the other side of this 
  is the goron culture where 
  weight and height garner a 
  certain kind of respect. 
  The taller and heavier you are, 
  the stronger your appearance, 
  and the more likely you are to 
  have traits deigned suitable to 
  the culture as a whole. 
  Fleshing Out the 
  Character 
  Now that you have a name, gender, 
  and vital statistics for your character, its time 
  to flesh the character out and complete the 
  creation process. First, examine some of the 
  small details of your character and narrow 
  them down to concrete details. Your character’s 
  appearance, history, and motivations are all 
  important things to know, as they will help you 
  play a more realistic character.   
  Appearance 
  Your 
  character’s 
  physical 
  appearance 
  is 
  completely up to you to decide. What color is 
  your character’s hair? What about their eyes? 
  Skin color? The races of the world of the Legend 
  of Zelda are extremely diverse; what is normal 
  for one land or nation might seem completely 
  alien to another land far away or just over the 
  next 
  mountain 
  range. 
  Your 
  character’s 
  appearance is the first thing other characters and 
  NPCs will notice, so it is important to decide what 
  sort of first impression your character gives off.   
  Table 6-4: Racial Height and Weight 
  Race 
  Base Height 
  Height Modifier 
  Base Weight 
  Weight Modifier 
  Deku, Male 
  3’ 
  +2d4” 
  80 lbs. 
  × (1d6) lbs. 
  Deku, Female 
  2’ 6” 
  +2d4” 
  70 lbs. 
  × (1d6) lbs. 
  Gerudo, Male 
  6’ 4” 
  +1d8” 
  125 lbs. 
  × (2d6) lbs. 
  Gerudo, Female 
  5’ 10” 
  +1d8” 
  115 lbs. 
  × (2d6) lbs. 
  Goron, Male 
  6’ 
  +2d6” 
  200 lbs. 
  × (2d6) lbs. 
  Goron, Female 
  5’ 8” 
  +2d6” 
  160 lbs. 
  × (2d6) lbs. 
  Hylian, Male 
  5’ 5” 
  +2d6” 
  110 lbs. 
  × (2d6) lbs. 
  Hylian, Female 
  5’ 2” 
  +2d6” 
  95 lbs. 
  × (2d6) lbs. 
  Kokiri, Male 
  2’ 6” 
  +1d6” 
  75 lbs. 
  × (1d6) lbs. 
  Kokiri, Female 
  2’ 2” 
  +1d6” 
  65 lbs. 
  × (1d6) lbs. 
  Moblin, Male 
  5’ 5” 
  +2d8” 
  150 lbs. 
  × (2d4) lbs. 
  Moblin, Female 
  5’ 
  +2d8” 
  130 lbs. 
  × (2d4) lbs. 
  Rito, Male 
  5’ 7” 
  +2d4” 
  100 lbs. 
  × (2d4) lbs. 
  Rito, Female 
  5’ 5” 
  +2d4” 
  90 lbs. 
  × (2d4) lbs. 
  Subrosian, Male 
  4’ 10” 
  +2d4” 
  120 lbs. 
  × (1d8) lbs. 
  Subrosian, Female 
  4’ 8” 
  +2d4” 
  110 lbs. 
  × (1d8) lbs. 
  Tokay, Male 
  5’ 2” 
  +2d6” 
  105 lbs. 
  × (1d6) lbs. 
  Tokay, Female 
  5’ 
  +2d6” 
  100 lbs. 
  × (1d6) lbs. 
  Zora, Male 
  5’ 
  +2d6” 
  105 lbs. 
  × (1d6) lbs. 
  Zora, Female 
  4’ 8” 
  +2d6” 
  95 lbs. 
  × (1d6) lbs. 
  
   
   
  78
  Higher Charisma scores don’t necessarily indicate 
  that a character is better looking than those with 
  lower Charisma scores. However, you might 
  reason that a character with a low Charisma 
  score has some extremely odd or rare physical 
  trait that gives them an exotic (or possibly 
  disfigured) look. Alternately, you may say that a 
  very high Charisma score represents your 
  character’s natural grace despite their average 
  looks. 
  Describing small physical details about your 
  character help to lend realism to the character as 
  well. Some examples of details might include: 
  A gerudo drifter, scarred by a battle at an early 
  age defending the tribe’s oasis, wears a dark 
  scarf covering the lower half of his face. 
  A subrosian wilderfolk wears a necklace that is 
  made of the fangs of beasts he has slain in his 
  travels. 
  A hylian wizzrobe, insecure about his frail 
  appearance, wears a heavy robe and hood 
  to make himself seem more intimidating.  
  Background & History 
  Where was your character born? What 
  date? What city in what kingdom? Who 
  are the character’s mother and father? 
  Questions like these help fill in your 
  character’s personal background and 
  add 
  feeling 
  and 
  depth 
  to 
  the 
  character as a whole. A well-
  rounded character is often a 
  character with a very detailed 
  background that describes a 
  great deal of the character’s life 
  before the game starts. Try to 
  examine the character’s life in as 
  much detail as possible. For example: 
  Were the character’s parents wealthy 
  or poor? 
  Does 
  the 
  character 
  have 
  any 
  brothers or sisters? Are they older 
  or younger? 
  What 
  were 
  the 
  three 
  most 
  inspiring or terrifying things that 
  happened 
  during 
  the 
  character’s childhood and early 
  adolescence? 
  Where 
  did 
  the 
  character 
  get 
  his 
  starting 
  equipment? 
  Gifts 
  from 
  family 
  members? 
  Purchases with saved rupees? Or perhaps stolen 
  goods? 
  What 
  is 
  your 
  character’s 
  greatest 
  accomplishment? His greatest failure? 
  How does your character view other races and 
  cultures? Has he had much exposure to them? 
  By answering questions like these about your 
  character, you can gain a greater overall picture 
  of who the character is and what their outlook on 
  life is like. In addition, you will want to consider 
  your character’s motivations. Why does the 
  character adventure? How did the character get 
  started on the path of an adventurer? Was he 
  dragged into it by a band of raiding pirates 
  attacking his home? Was he intrigued by tales of 
  the Golden Land and the promises of power that 
  legends speak of? Did he simply have a childhood 
  dream of one day seeing Princess Zelda with his 
  own two eyes? Alternatively, did he want nothing 
  more than to be at Clocktown during one of the 
  festivals to see the giant clock the city was 
  named after?   
  Your character’s motivation for doing what he 
  does is as important as any other detail. It tells 
  you about your character’s inner nature and why 
  they do what they do. Understanding this aspect 
  of 
  your 
  character 
  will 
  lead 
  to 
  a 
  better 
  understanding of your character as a whole, 
  which will in turn enable you to play the 
  character with greater ease. 
  All these factors and more are there to 
  assist you in the creation and 
  enrichment 
  of 
  your 
  starting 
  character. If you feel that less 
  detail is needed, or that you do 
  not need to know everything 
  before you start play, then do not 
  worry about it. Use what you are 
  comfortable with and leave behind 
  what you are not. In the end, try 
  to make the best character you 
  can. After all, the fun of the game 
  comes from playing a character 
  you can identify with and who 
  challenges 
  you 
  to 
  grow 
  and 
  develop in new and unforeseen ways. 
  
   
   
  79
  Chapter 7 Magic of the Tri-Force 
  What is magic?  Well, you might as well ask why 
  the world turns or why the sun sets.  Magic is 
  everywhere, within and without all things in 
  Hyrule and the other environs of the world of 
  Legend of Zelda D20.  Magic is thought, belief, 
  physical, and metaphysical. In it's most basic 
  form it is energy, unbridled and unstoppable. 
  However, when the right person taps it he can do 
  almost anything with it. If he has the skill and 
  the will, that is. Magic can save or damn, heal or 
  annihilate, create or destroy. There is nothing it 
  cannot do in time.  
  Magic stems from the Tri-force.  Magic radiates 
  forth from the Tri-Force, no matter where it is or 
  who possesses it. Most scholars assume that the 
  Tri-Force is the ultimate source of all magic. 
  Magic, however, comes from both within the 
  world and from the Tri-Force. The Tri-Force is a 
  sort of personification of magic, and as such, 
  most magical theories are modeled around it. 
  What we do know is that the Tri-Force is akin to 
  a transmitter, sending forth waves of magical 
  energy. 
  Wizzrobes are the antennae that pick up those 
  waves. They then channel them and redirect 
  them in any form that pleases them. Sure, 
  everyone is infused with magic (called ‘latent’ 
  magic), but none can use the magic (called 
  ‘active’ magic) as the wizzrobe can. The wizzrobe 
  knows how to 'tune' his very latent magical 
  energy so that he can pick up different 
  'frequencies' 
  of 
  magic. 
  These 
  different 
  frequencies represent the six known types of 
  magical energy. 
  The History of Magic 
  Magic has been a part of the world for time out of 
  mind. The history of magic is the history of 
  creation. To tell it fully from beginning to end 
  would take up an incredible amount of space. 
  The following treatise is an extremely condensed 
  form of the entire story. 
  The Creation of Magic 
  Magic started with the Three Goddesses. Din, 
  Nayru, and Farore, creators of the world and of 
  magic. It is not known if the creation of magic 
  was intentional or not for none can guess the 
  mind of a Goddess. It is generally agreed that 
  the Goddesses imbued the world with magic and 
  created the Tri-Force as a focal point for it. 
  Whether 
  they 
  intended 
  their 
  creations 
  to 
  someday tap into this awesome power remains to 
  be seen. 
  Who the first wizzrobe was is a mystery that may 
  never be solved. How he or she learned to 
  harness the magic is another mystery, yet it is 
  known that magic has been widely practiced 
  since before the first known Link. Wizzrobes 
  began to appear sometime before the first Link 
  and have been a part of the world ever since. 
  The most famous of the early wizzrobes was a 
  man of (presumably) Hylian descent called Asul 
  Annon. He and his colleagues lived a few 
  centuries before the first Link and helped to 
  establish the magical theories that are the basis 
  of modern magic studies. Asul Annon is said to 
  have set up the first college of magic somewhere 
  near what is now the Gerudo Desert, though it 
  has long since been abandoned and looted by 
  thieves. Asul Annon, however, was not the first 
  wizzrobe, owing his training (rudimentary though 
  it was at the time), to some other, un-named 
  magic-user. Little more can be said of this early 
  wizzrobe. His college trained wizzrobes for many 
  centuries before finally succumbing to the ever-
  expanding sands of the Gerudo Desert, time, 
  warfare, and the movement of the world through 
  the Ages. 
  Magic Flourishes 
  Over the next few centuries, magic began to 
  spread across the lands, slowly at first, but 
  becoming ever more common. Several magical 
  colleges were established in various remote 
  corners of the land and students began to slowly 
  trickle in. This period is best known to have given 
  birth 
  to 
  the 
  notorious 
  wizzrobe 
  Ganondorf 
  Dragmire.  
  Scholars debate whether Ganondorf received 
  formal training in his early days, but most 
  presume so. Records of Attendance show that he 
  was enrolled, at least for a time, in a college of 
  magic now lost somewhere beneath the sands of 
  the Gerudo Desert of Hyrule. As a young student, 
  Ganondorf rose to the top of his class quickly, 
  improving upon pre-existing spells, techniques, 
  and even improving on certain magical theories. 
  However, Ganondorf was not destined to live the 
  life of an instructor at the college. Sometime 
  during his early manhood, he returned to his 
  home to rule. Ganondorf might have been 
  ruthless and power-hungry his whole life or he 
  might have changed at some point, but within a 
  few decades, he rose to power, becoming one of 
  the most powerful wizzrobes to ever live. His 
  maniacal schemes to claim the powers of the Tri-
  Force are well documented elsewhere. He was 
  defeated by Link on several occasions, and even 
  now, his demise is a questionable thing.  
  The Aspects Refined 
  Ganondorf was best known for refining the 
  techniques used to harness Shadow energy, yet 
  although Ganondorf is noted as being one of the 
  most powerful wizzrobes of all time, there were 
  many other powerful and skilled wizzrobes alive 
  
   
   
  80
  throughout his long, unnatural life. One of the 
  more noted was responsible for many of the 
  discoveries that allowed wizzrobes to refine spells 
  using Water energies. Her name was Minan, a 
  zora minstrel. Her discoveries allowed wizzrobes 
  to harness Water magic far more effectively. For 
  this her people know her as a hero, and often 
  celebrate festivals in her honor, calling her the 
  Queen of the Waves. She was born before 
  Ganondorf and died sometime during his first bid 
  for the Tri-Force. 
  Probably one of the most interesting wizzrobes of 
  the period was something of a paradox. His name 
  was Tarin, a kokiri wizzrobe who revolutionized 
  the use of Fire magic. Trained from an early age 
  by the village shaman, he was cast out when he 
  nearly burnt down the forest when he discovered 
  (inadvertently) how to harness the magic of Fire, 
  during a casting no less. His spell shifted, and 
  the results were not pretty. Tarin wandered the 
  plains of Termina, the Koholint Isle, and finally 
  Hyrule for a time, eventually coming upon the 
  fabled magical college of Destac which lay in the 
  foothills of the Death Mountains. He enrolled and 
  excelled in his courses, consistently amazing his 
  instructors by handling Fire magic so easily and 
  intuitively. A strange thing for a kokiri to be good 
  at, and his instructors marveled at the nature of 
  his magical aptitude.  His studies were of 
  paramount importance to understanding the 
  nuances of Fire magic.   
  Spirit magic was probably the hardest of the 
  aspects 
  to 
  quantify 
  and 
  define. 
  Several 
  individuals working in conjunction over a period 
  of several decades mastered Spirit magic. It is 
  rumored that Asul Annon was the leader of this 
  motley band of wizzrobes, and most evidence 
  supports this theory. Spirit magic remains, even 
  now, one of the most subtle, unexplored types of 
  magic in existence.   
  The other types of magic, Forest and Light, were 
  mastered 
  early 
  on, 
  perhaps 
  before 
  the 
  emergence of Asul Annon and his conclave. The 
  techniques used to master these two types were 
  already old when Asul Annon created the first 
  college of magic. The first wizzrobes to bend 
  these two aspects to their will completely is a 
  great mystery, and most suspect it always will 
  be. Why these were the first to be mastered may 
  have something to do with their less volatile 
  natures'. No one living today can say so for sure. 
  Magic in the Now 
  Magic has ebbed and flowed for time out of mind. 
  Magic has been feared in some times, and 
  thought of as an everyday occurrence in others. 
  Magic 
  is 
  and, 
  with 
  the 
  blessings 
  of 
  the 
  Goddesses, always will be. 
  In recent times, magic has been in decline, true 
  practitioners not as common as they once were. 
  A true wizzrobe is a thing to tell your children 
  about. 
  The 
  various 
  colleges 
  have 
  gone 
  underground, for the most part, becoming elitist 
  and selective. The recent decline is partially due 
  to the lingering mistrust people have for 
  wizzrobes, due to Ganondorf Dragmire's use of 
  wizzrobe shock troops several centuries ago. A 
  new generation of Wizzrobe is in training; ready 
  to go forth and seek their fortune in the world. 
  Magic will, as it always has, survive. 
  Uses throughout history 
  Magic has been used for many things throughout 
  the course of history. To list them all would be 
  impossible. However, here are a few of the more 
  notable uses: 
  Magic was used by several of the incarnations of 
  Link, though they were never the powerhouse 
  their adversary, Ganondorf, was. Magic was also 
  used to seal the Golden Realm, with Ganondorf 
  inside it, after his first defeat at the hands of 
  Link. Name a use for magic, chances are that it is 
  possible that it has been done before. 
  The Power of the Tri-Force 
  Magic is capable of virtually anything; its limits 
  are completely unknown. The only real limit on 
  the power of magic is what the wizzrobes call the 
  'Division of Aspects', a mysterious force that 
  divides magic into 6 types of distinct energy. 
  Accomplished wizzrobes may mix and match 
  these energies with ease, but most lack the skill 
  to do so. Thus, magic is limited in a way; its true 
  power is only accessible to those with the 
  dedication and skill needed to unlock it.   
  Spells and magical abilities are powered by 
  spending magic points.  Magic points are gained 
  at a rate dictated by character class. 
  There are two main states that magical energy 
  can be found in, latent and active. 
  Latent Magic 
  Latent magic is found in all living organisms, and 
  even some things that are not living. Latent 
  magic is literally magic that cannot be called 
  upon to cast spells, it is used primarily to power 
  innate magical abilities and special martial 
  techniques. All magic points gained by a 
  character unable to cast spells are automatically 
  assigned to his latent pool. If he gains the ability 
  to cast spells at anytime he may reassign magic 
  points from his latent pool to one of the six 
  Aspects at anytime that he would gain bonus 
  magic points or class magic points. 
  Active Magic 
  Active magic is found in only a select few; it is 
  magic that can be used to craft and cast spells. 
  Active magic can be used to cast spells, power 
  magical 
  abilities, 
  and 
  use 
  special 
  martial 
  techniques. A character whose magic is active 
  must assign his magic points to one of the six 
  Aspects of magic (characters multi-classing to 
  
   
   
  81
  wizzrobe have a latent pool, but starting 
  wizzrobes do not have one and never have one; 
  characters that begin as wizzrobes and later 
  multiclass to other classes do receive a latent 
  pool, but must follow the rules for assigning 
  magic points normally). Characters that start 
  with active magic (a level 1 wizzrobe) do not 
  have a latent pool; all of their magical potential 
  is invested in some form of magical Aspect at the 
  start of the campaign.   
  The Forces behind Magic 
  All magic comes from the Tri-Force, which was 
  created by the combined power of the three 
  Goddesses: Din, Nayru, and Farore. There are 
  three triangles of the Tri-Force, consisting of two 
  aspects each, and represent the remaining power 
  of one of the three Goddesses. Each Aspect in a 
  triangle is part of a triumvirate that competes 
  with the other two in the Tri-Force to maintain 
  the balance. Each triangle also competes with 
  itself, proving a duality that is at the heart of 
  each Goddess’s nature. 
  Tri-Force of Power 
  The Tri-Force of Power contains the remaining 
  power of Din, Goddess of Power. She has control 
  over the Aspects of Fire and Shadow, and 
  represents the twinned forces of overt and covert 
  action 
  Aspect of Fire 
  The Aspect of Fire represents the elemental 
  forces of fire, chaos, and change. It controls raw 
  physical strength, and contains much destructive 
  and volatile energy. It belongs to the triumvirate 
  of elements. The key ability for Fire magic is 
  Constitution, for only the hardiest wizzrobes can 
  withstand 
  and 
  control 
  the 
  burning 
  energy 
  controlled by the Fire Aspect. 
  Fire is adjacent to the Aspect of Shadow, which 
  provides subtle magic to its own destructive 
  capabilities. Fire opposes the other elemental 
  aspects of Forest and Water, by countering their 
  creative and defensive talents with its own 
  powers of destruction. 
  Aspect of Shadow 
  The Aspect of Shadow represents the powers of 
  darkness and shadow. It clouds the eyes and 
  mind alike, hiding the truth. It also controls the 
  darker forces of magic, such as necromancy. It 
  belongs to the triumvirate of spirits. The key 
  ability for shadow magic is Charisma; for only 
  those wizzrobes with a great force of will can 
  project the darkness controlled by the Shadow 
  Aspect without falling to it themselves. 
  Shadow is adjacent to the Aspect of Fire, which 
  provides direct power to its own subtle talents. 
  Shadow opposes the other spiritual Aspects of 
  Light and Spirit, by cloaking the world in 
  darkness, and draining the will of the people. 
  Tri-Force of Wisdom 
  The Tri-Force of Wisdom contains the last of the 
  power of Nayru, Goddess of wisdom. She 
  governs the Aspects of Water and Light, and 
  provides much of the knowledge that aided 
  civilization over the ages. She represents the 
  dual states of inspiration and reflection. 
  Aspect of Water 
  The Aspect of Water represents the elemental 
  forces of water, law, and order. It is very 
  defensive, protecting from the ravages of time 
  and change, and consists of the powerful spells 
  to hamper the forces of magic. It belongs to the 
  triumvirate of elements. The key ability for Water 
  magic is Wisdom, since a wizzrobe has to 
  understand the very elements of the universe to 
  be able to defend against them. 
  Water is adjacent to the Aspect of Light, which 
  provides many powers of divination to aid in the 
  defense of the realm. Water opposes the other 
  elemental Aspects of Fire and Forest, preventing 
  both destruction and growth with equal strength. 
  The Aspect of Light 
  The aspect of Light represents the illuminating 
  powers of knowledge, and the unyielding forces 
  of truth. It also embodies the noble causes of 
  justice and the divine good. It provides much 
  insight into the world, its inhabitants, and its 
  powers. It belongs to the triumvirate of spirits. 
  The key ability for Light magic is Intelligence, for 
  a keen mind is required to explore the Aspect of 
  Light to its fullest potential. 
  Light is adjacent to the Aspect of Water, which 
  provides many defenses to forces that can 
  disrupt or destroy the pursuit of knowledge. Light 
  opposes the other spiritual Aspects of Shadow 
  and Spirit, illuminating the lies of the dark and 
  the fervor or fanaticism with balanced power. 
  Tri-Force of Courage 
  The Tri-Force of Courage is the last bastion of the 
  strength of Farore, Goddess of courage. She has 
  control over the Aspects of Forest and Spirit, 
  representing to combined magic of body and 
  soul. 
  Aspect of Forest 
  The Aspect of Forest represents the elemental 
  forces of life and the wild, the powers of earth 
  and wood. It can create and mend the body, or 
  break it down in the natural cycle of nature. It 
  belongs to the triumvirate of elements. The key 
  ability for forest magic is wisdom, for a wizzrobe 
  must understand the very seeds of life and the 
  world around them in order to create and restore 
  the balance of nature. 
  Forest is adjacent to the Spirit Aspect, which can 
  heal the souls of those restored by the powers of 
  the forest. It opposes the other elemental 
  Aspects of Fire and Water, creating new life 
  
   
   
  82
  where there was destruction and growth to those 
  grown stagnant and sterile. 
  Aspect of Spirit 
  The Aspect of Spirit represents the powers of 
  emotion and the spirit. It can shield the soul from 
  the harshness of truth, or the manipulation of 
  lies. Likewise, it can whip the faithful into frenzy, 
  or bring pause to the unrighteous. The key ability 
  for spirit magic is Charisma, for a wizzrobe must 
  posses a great deal of empathy to make the 
  connections with his fellow beings. 
  Spirit is adjacent to the Aspect of Forest, which 
  can heal the body of those broken by their cause. 
  It opposes the other spiritual Aspects of Shadow 
  and Light, both of which can deal extensive 
  damage to the will of the people. 
  The Triumvirates of Elements and 
  Spirits 
  The triumvirates represent the two fundamental 
  types of magic. The Triumvirate of Elements 
  represents the physical aspects of magic, such as 
  the elements, physical change, creation, and 
  similar. It is considered arcane, and many 
  wizzrobes trained in the elemental aspects are 
  often mistakenly called mages or sorcerers. 
  Similarly, the Triumvirate of Spirits represents 
  the mystical forces of magic, controlling the 
  minds, souls, and will of people, their beliefs, and 
  their actions. Many practitioners are often called 
  priests or clerics. 
  The 
  two 
  triumvirates 
  see 
  little 
  interaction 
  between themselves, and usually this is limited 
  to 
  adjacent 
  Aspects. 
  In 
  each 
  triumvirate 
  however, each Aspect strives to maintain the 
  balance of forces, and gain the upper hand for 
  themselves. There are no alliances in the 
  triumvirate, but sometimes two Aspects will 
  sometimes work together for the greater balance 
  of the universe, should their opponent gain 
  dominance. 
  The Tri-Force Today 
  In the current age, the Tri-Force is recovering 
  from the imbalance created by the power of 
  Ganondorf Dragmire. Ganondorf the thief, also 
  known as Ganon the Prince of Darkness, 
  increased the dominance of the aspect of shadow 
  to such a degree, that he almost called for the 
  Cataclysm. It was only by the intervention of the 
  Hero of Time, aided by the powers of all six 
  aspects of magic. This is one of the few times 
  when all six aspects worked towards a common 
  goal to restore the balance. 
  Shadow is still in a very dominant position, but 
  the immediate danger is over for now, and it is 
  up to the Triumvirate of Spirits to oppose the 
  Aspect of Shadow and slowly restore the balance. 
  The Aspect of Light is attempting this by 
  unweaving the lies of Shadow and breaching the 
  secrets and mysteries that the Aspect of Shadow 
  has been using to maintain its precarious 
  stranglehold. It has been revealing the locations 
  and weaknesses of various Shadow holds, luring 
  brave and foolhardy adventurers in to fight the 
  minions of Shadow. 
  The Aspect of Spirit is girding the populace 
  against the lies of Shadow, causing them to 
  remain 
  unphased 
  against 
  the 
  Shadow 
  manipulations found within society. With joyful 
  song and careful words, the forces of Spirit work 
  the populace into a frenzy against the deceit and 
  corruption of Shadow’s allies within the seat of 
  power all over the land. 
  So far, both tactics seem to be working, but ever 
  so slowly, and the Tri-Force remains in a 
  precarious state. Just the slightest abuse or 
  oversight 
  on 
  any 
  of 
  the 
  Aspects 
  in 
  the 
  Triumvirate of the Spirits could trigger another 
  Cataclysm. 
  Using the Magic 
  Magic Points and Spell Pools 
  Magic points are the energy that is used to cast 
  spells in Legend of Zelda D20. Each Aspect of the 
  Tri-force, like a tuning fork, vibrates in its own 
  magical frequency, sending forth waves of 
  magical energy. To cast a spell of the Fire 
  Aspect, one must learn to attune their mind and 
  body to the frequency of Fire, or, to put it simply, 
  the Fire Aspect. Once this is accomplished, the 
  magic-user may begin to assign magic points to 
  his Fire pool, and gain the benefits of having a 
  high Constitution. 
  Each Aspect has its own pool of magic points that 
  it draws from for spells. Characters gain a 
  number of magic points at each level that may 
  be assigned to any pool that they have access to. 
  Each pool that they have access to also get 
  bonus magic points from the ability score tied to 
  that pool. This bonus comes into effect when the 
  character gains access to the pool. Increasing the 
  ability score tied to an Aspect is retroactive 
  however. See Table 7-1 above. 
  Opposed and Adjacent Aspects 
  Each Aspect has two opposed Aspects (used in 
  counter-spelling and for role-playing purposes), 
  and an adjacent Aspect. Whenever the magic-
  user is out of, for instance, Fire magic points, if 
  he has access to Shadow Magic, he may use 
  Shadow magic points to power Fire spells at 
  twice the normal amount of magic points (if he 
  has the feat for it). This only works with adjacent 
  magic point pools normally. 
  Spell Structure 
  All spells have a name, casting time, a level, a 
  range, a duration, spell resistance information, 
  saving throw information, a magic point cost, and 
  a description. 
  
   
   
  83
  Casting Time 
  The character can cast a spell with a casting time 
  of one action as a standard action. 
  A spell that takes one full round to cast is a full-
  round action. It comes into effect just before the 
  beginning of the character's turn in the round 
  after the character began casting the spell. The 
  character then acts normally after the spell is 
  completed. A spell that takes 1 minute to cast 
  comes into effect just before the character's turn 
  1 minute later (and for each of those 10 rounds, 
  the character is casting a spell as a full-round 
  action). 
  The character must make all pertinent decisions 
  about a spell (range, target, area, effect, version, 
  etc.) when the character begins casting. 
  Magic point Cost 
  A spell's magic point cost indicates how many 
  magic points (and which type of magic points) he 
  must spend in order to successfully cast a spell. 
  Spells have a base magic points cost of (level x 
  2) –1, with a minimum of 1 magic point, unless 
  otherwise stated. So, a 1st level spells have a 
  magic points cost of 1, 5th level spells have a 
  magic points cost of 9, and 9th level spells have 
  a magic point cost of 17 magic points. This cost 
  can go up, depending on whether the caster adds 
  any metamagic options to it. 
  Some spells are multi-Aspect spells, meaning 
  that they appear on more than one Aspect list, 
  and can be cast as a spell of any of those 
  Aspects. The caster must spend magic points of 
  the same type as the chosen Aspect of the spell. 
  Multi-Aspect spells are marked with [M] in the 
  spell list and the spells description. 
  Some spells are combi-Aspect spells, meaning 
  that they require magic points from more than 
  one Aspect. The spell counts as a spell of all the 
  Aspects listed, when working our resistances and 
  immunities. 
  Range 
  A spell's range indicates how far from the 
  character it can reach, as defined on the Range 
  line of the spell description. A spell's range is the 
  maximum distance from the character that the 
  spell's effect can occur as well as the maximum 
  distance at which the character can designate the 
  spell's point of origin. If any portion of the spell's 
  area would extend beyond the range, that area is 
  wasted. Standard ranges include: 
  Personal: The spell affects only the character. 
  Touch: The character must touch a creature or 
  object to affect it. 
  Close: The spell can reach up to 25 feet away 
  from 
  the 
  character. 
  The 
  maximum 
  range 
  increases by 5 feet for every two full caster 
  levels. 
  Medium: The spell can reach up to 100 feet + 
  10 feet per caster level. 
  Long: The spell can reach up to 400 feet + 40 
  feet per caster level. 
  Unlimited: The spell can reach anywhere on the 
  same plane of existence. 
  Range Expressed in Feet: Some spells have no 
  standard range category, just a range expressed 
  in feet. 
  Aiming a Spell 
  The character must make some choice about who 
  the spell is to affect or where the effect is to 
  originate, depending on the type of spell. 
  Target or Targets: Some spells have a target or 
  targets. The character casts these spells directly 
  on creatures or objects, as defined by the spell 
  itself. The character must be able to see or touch 
  the target, and the character must specifically 
  choose that target. However, the character does 
  Table 7-1: Bonus Magic Points 
   
  Bonus Magic Points by Wizzrobe Level 
  Ability 
  Score 
  1-2 
  3-4 
  5-6 
  7-8 
  9-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  1-9 
  Cannot cast spells tied to this Ability score 
  10-11 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  12-13 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  14-15 
  1 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  16-17 
  1 
  3 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  18-19 
  1 
  3 
  5 
  7 
  - 
  - 
  - 
  - 
  - 
  - 
  20-21 
  3 
  3 
  5 
  7 
  9 
  - 
  - 
  - 
  - 
  - 
  22-23 
  3 
  5 
  5 
  7 
  9 
  11 
  - 
  - 
  - 
  - 
  24-25 
  3 
  5 
  7 
  7 
  9 
  11 
  13 
  - 
  - 
  - 
  26-27 
  3 
  5 
  7 
  9 
  9 
  11 
  13 
  15 
  - 
  - 
  28-29 
  5 
  5 
  7 
  9 
  11 
  11 
  13 
  15 
  17 
  - 
  30-31 
  5 
  7 
  7 
  9 
  11 
  13 
  13 
  15 
  17 
  19 
  32-33 
  5 
  7 
  9 
  9 
  11 
  13 
  15 
  15 
  17 
  19 
  34-35 
  5 
  7 
  9 
  11 
  11 
  13 
  15 
  17 
  17 
  19 
  36-37 
  7 
  7 
  9 
  11 
  13 
  13 
  15 
  17 
  19 
  19 
  38-39 
  7 
  9 
  9 
  11 
  13 
  15 
  15 
  17 
  19 
  21 
  40-41 
  7 
  9 
  11 
  11 
  13 
  15 
  17 
  17 
  19 
  21 
  Etc… 
   
   
   
   
   
   
   
   
   
   
  
   
   
  84
  not have to select the target until the moment 
  the character finishes casting the spell. 
  If the character casts a targeted spell on the 
  wrong sort of target the spell has no effect. 
  If the target of a spell is the character ("Target: 
  the character"), the character does not receive a 
  saving throw, and spell resistance does not 
  apply. The Saving Throw and Spell Resistance 
  lines are omitted from such spells. 
  Effect: Some spells create or summon things 
  rather than affecting things that are already 
  present. The character must designate the 
  location where these things are to appear, either 
  by seeing it or defining it. Range determines how 
  far away an effect can appear, but if the effect is 
  mobile, it can move regardless of the spell's 
  range. 
  Ray: Some effects are rays. The character aims 
  a ray as if using a ranged weapon, though 
  typically the character makes a ranged touch 
  attack rather than a normal ranged attack.  As 
  with a ranged weapon, the character can fire into 
  the dark or at an invisible creature and hope to 
  hit something. The character does not have to 
  see the creature he or she is trying to hit, as the 
  character does with a targeted spell. Intervening 
  creatures and obstacles, however, can block the 
  character's line of sight or provide cover for the 
  creature the character is aiming at. 
  If a ray spell has a duration, it is the duration of 
  the effect that the ray causes, and not the length 
  of time the ray itself persists. 
  Spread: Some effects spread out from a point of 
  origin to a distance described in the spell.  The 
  effect can extend around corners and into areas 
  that the character cannot see.  Figure distance 
  by actual distance traveled, taking into account 
  turns the spell effect takes.  
  The character must designate the point of origin 
  for such an effect but need not have line of effect 
  to all portions of the effect. 
  Area: Some spells affect an area. The character 
  selects where the spell starts, but otherwise the 
  character does not control which creatures or 
  objects the spell affects.  Sometimes a spell 
  describes a specially defined area, but usually an 
  area falls into one of the categories below. 
  Burst: As with an effect, the character selects 
  the spell's point of origin.  The spell bursts out 
  from this point, affecting whatever it catches in 
  its area.  A burst spell has a radius that indicates 
  how far from the point of origin the spell's effect 
  extends. 
  Cone: When the character casts a spell with a 
  cone area, the cone shoots away from the 
  character 
  in 
  the 
  direction 
  the 
  character 
  designates. A cone starts as a point directly 
  before the character, and it widens out as it 
  goes.  A cone's width at a given distance from 
  the character equals that distance.  Its far end is 
  as wide as the effect is long. 
  Creatures: Some spells affect creatures directly, 
  but they affect creatures in an area of some kind 
  rather than individual creatures the character 
  selects.  The area might be a burst, a cone, or 
  some other shape. 
  Many spells affect "living creatures”, which 
  means all creatures other than constructs and 
  undead.  If a spell has a limited amount of 
  targets it can affect, it will ignore those that it 
  cannot affect. 
  Cylinder: As with a burst, the character selects 
  the spell's point of origin.  This point is the centre 
  of a horizontal circle, and the spell shoots down 
  from the circle, filling a cylinder. 
  Emanation: Some spells have an area like a burst 
  except that the effect continues to radiate from 
  the point of origin for the duration of the spell. 
  Objects: Some spells affect objects within an 
  area the character selects. 
  Spread: Some spells spread out like a burst but 
  can turn corners. The character selects the point 
  of origin, and the spell spreads out a given 
  distance in all directions. Figure distance by 
  actual distance traveled, taking into account 
  turns the spell effect takes. 
  Other: A spell can have a unique area, as 
  defined in its description. 
  (S) Shapeable: If an Area or Effect entry ends 
  with "(S)”, the character can shape the spell. A 
  shaped effect or area can have no dimension 
  smaller than 10 feet. Many effects or areas are 
  given as cubes to make it easy to model irregular 
  shapes. Three-dimensional volumes are most 
  often needed to define aerial or underwater 
  effects and areas. 
  Line of Effect: A line of effect is a straight, 
  unblocked path that indicates what a spell can 
  affect.  A solid barrier cancels a line of effect.  It 
  is like line of sight for ranged weapons, except it 
  is not blocked by fog, darkness, and other factors 
  that limit normal sight. 
  The character must have a clear line of effect to 
  any target that the character casts a spell on or 
  to any space in which the character wishes to 
  create an effect.  The character must have a 
  clear line of effect to the point of origin of any 
  spell the character casts. For bursts, cones, 
  cylinders, and emanating spells, the spell only 
  affects areas, creatures, or objects to which it 
  has line of effect from its origin (a burst's point, 
  a cone's starting point, a cylinder's circle, or an 
  emanating spell's point of origin). 
  An otherwise solid barrier with a hole of at least 
  1 square foot through it does not block a spell's 
  line of effect.  
  Such an opening makes a 5-foot length of wall no 
  longer considered a barrier for purposes of a 
  spell's line of effect (though the rest of the wall 
  farther from the hole can still block the spell). 
  
   
   
  85
  Saving Throw 
  Most harmful spells allow an affected creature to 
  make a saving throw to avoid some or all of the 
  effect. The Saving Throw line in a spell 
  description defines which type of saving throw 
  the spell allows and describes how saving throws 
  against the spell work. 
  Negates: This term means that the spell has no 
  effect on an affected creature that makes a 
  successful saving throw. 
  Partial: The spell causes an effect on its subject. 
  A successful saving throw means that some 
  lesser effect occurs. 
  Half: The spell deals damage, and a successful 
  saving throw halves the damage taken (round 
  down). 
  None: No saving throw is allowed. 
  Disbelief: A successful save lets the subject 
  ignore the effect. 
  (Object): The spell can be cast on objects, 
  which receive saving throws only if they are 
  magical or if they are attended (held, worn, 
  grasped, etc.) by a creature resisting the spell, in 
  which case the object gets the creature's saving 
  throw bonus unless its own bonus is greater (this 
  notation does not mean that a spell can only be 
  cast on objects - some spells of this sort can be 
  cast on creatures or objects).  A magic item's 
  saving throw bonuses are each equal to 2 + ½ its 
  caster level. 
  (Harmless): The spell is usually beneficial, not 
  harmful, but a targeted creature can attempt a 
  saving throw if it wishes. 
  Saving Throw Difficulty Class: A saving throw 
  against the character's spell has a DC of 10 + the 
  level of the spell + the character's bonus for the 
  relevant 
  ability. 
  A 
  spell's 
  level 
  can 
  vary 
  depending on the character's class. Always use 
  the spell level applicable to the character's class. 
  Succeeding at a Saving Throw: A creature that 
  successfully saves against a spell without obvious 
  physical effects feels a hostile force or a tingle, 
  but cannot deduce the exact nature of the attack. 
  Likewise, if a creature's saving throw succeeds 
  against a targeted spell, the character senses 
  that the spell has failed. The character does not 
  sense when creatures succeed at saving throws 
  against effect and area spells. 
  Voluntarily Giving Up a Saving Throw: A 
  creature can voluntarily forego a saving throw 
  and willingly accept a spell's result. Even a 
  character with a special resistance to magic can 
  suppress this if he or she wants to. 
  Items surviving after a Saving Throw: Unless 
  the descriptive text for the spell specifies 
  otherwise, all items carried and worn are 
  assumed to survive a magical attack. If a 
  character rolls a natural 1 on his saving throw, 
  however, an exposed item is harmed (if the 
  attack can harm objects). The four items nearest 
  the top on Table: Items Affected by Magical 
  Attacks in the Game Master’s Guide are the most 
  likely to be struck. Determine which four objects 
  are most likely to be struck and roll randomly 
  among them. The randomly determined item 
  must make a saving throw against the attack 
  form and take whatever damage the attack 
  deals. 
  If an item is not carried or worn and is not 
  magical, it does not get a saving throw. It simply 
  is dealt the appropriate damage. 
  Spell Resistance 
  Spell resistance is a special defensive ability. If 
  the character's spell is being resisted by a 
  creature with spell resistance, the character must 
  make a caster level check (1d20 + caster level) 
  at least equal to the creature's spell resistance 
  rating for the spell to affect that creature.  
  The defender's spell resistance rating is like a 
  Defense rating against magical attacks. 
  The Spell Resistance line and descriptive text of a 
  spell tell the character if spell resistance protects 
  creatures from it. In many cases, SR applies only 
  when a resistant creature is targeted by the 
  spell, not when a resistant creature encounters a 
  spell that is already in place. 
  The terms "Object" and "Harmless" mean the 
  same thing as for saving throws. A creature with 
  spell 
  resistance 
  must 
  voluntarily 
  drop 
  the 
  resistance in order to receive the effects of a 
  spell noted as Harmless without the caster level 
  check described above. 
  The Spell's Result 
  Once the character knows which creatures (or 
  objects or areas) are affected, and whether those 
  creatures have made successful saving throws (if 
  any), the character can apply whatever results a 
  spell entails. 
  Many spells affect particular sorts of creatures. 
  These terms, and terms like them, refer to 
  specific creature types that are defined by these 
  rules. 
  Duration 
  A spell's Duration line tells the character how 
  long the magical energy of the spell lasts. 
  Timed Durations: Many durations are measured 
  in rounds, minutes, hours, or some other 
  increment. When the time is up, the magic goes 
  away and the spell ends. If a spell's duration is 
  variable, the GM rolls it secretly. 
  Instantaneous: The spell energy comes and 
  goes the instant the spell is cast, though the 
  consequences of the spell might be long-lasting.  
  Permanent: The energy remains as long as the 
  effect does. This means the spell is vulnerable to 
  dispel magic. 
  Concentration: The spell lasts as long as the 
  character concentrates on it. Concentrating to 
  maintain a spell is a standard action that does 
  not provoke attacks of opportunity.  
  
   
   
  86
  Anything 
  that 
  could 
  break 
  the 
  character's 
  concentration when casting a spell can also break 
  the character's concentration while the character 
  is maintaining one, causing the spell to end (see 
  Concentration, below). The character cannot cast 
  a spell while concentrating on another one. 
  Sometimes a spell lasts for a short time after the 
  character ceases concentrating. In these cases, 
  the spell keeps going for the stated length of 
  time after the character stops concentrating. 
  Otherwise, the character must concentrate to 
  maintain the spell, but the character cannot 
  maintain it for more than a stated duration in any 
  event. 
  Subjects, Effects, and Areas: If the spell 
  affects creatures directly, the result travels with 
  the subjects for the spell's duration. If the spell 
  creates an effect, the effect lasts for the 
  duration. The effect might move or remain still. 
  Such effects can be destroyed before their 
  durations end. If the spell affects an area, then 
  the spell stays with that area for the spell's 
  duration. Creatures become subject to the spell 
  when they enter the area and become no longer 
  subject to it when they leave. 
  Touch Spells and Holding the Charge: If the 
  character does not discharge a touch spell on the 
  round the character casts the spell, the character 
  can hold the discharge of the spell (hold the 
  charge) indefinitely.  
  The character can make touch attacks round 
  after round. The character can touch one friend 
  (or the character can touch his or her self) as a 
  standard action or up to six friends as a full-
  round action. If the character touches anything 
  with the character's hand while holding a charge, 
  the spell discharges. If the character casts 
  another spell, the touch spell dissipates. 
  Discharge: A few spells last for a set duration or 
  until triggered or discharged. 
  (D) Dismissible: If the Duration line ends with 
  "(D)”, the character can dismiss the spell at will. 
  The character must be within range of the spell's 
  effect and must speak words of dismissal, which 
  are usually a modified form of the spell's verbal 
  component. 
  If 
  the 
  spell 
  has 
  no 
  verbal 
  component, the character dismisses the spell 
  with a gesture. Dismissing a spell is a standard 
  action 
  that 
  does 
  not 
  provoke 
  attacks 
  of 
  opportunity. 
  A 
  spell 
  that 
  depends 
  on 
  concentration is dismissible by its very nature, 
  and dismissing it does not require an action 
  (since all the character has to do to end the spell 
  is to stop concentrating). 
  Components 
  A spell's Components line includes abbreviations 
  that tell the character what type of components it 
  has. Specifics for material, focus, and XP 
  components are given at the end of the 
  descriptive text. Usually the character does not 
  worry about components, but when the character 
  cannot use a component for some reason or 
  when 
  a 
  material 
  or 
  focus 
  component 
  is 
  expensive, then they count.  
  V (Verbal): A verbal component is a spoken 
  incantation. To provide a verbal component, the 
  character must be able to speak in a strong 
  voice. A silence spell or a gag spoils the 
  incantation (and thus the spell). A spellcaster 
  who has been deafened has a 20% chance to 
  spoil any spell he tries to cast if that spell has a 
  verbal component. 
  S (Somatic): A somatic component is a 
  measured and precise movement of the hand or 
  some other part of the body. The character must 
  have at least one hand free to provide a somatic 
  component. 
  M (Material): A material component is a 
  physical substance or object that is annihilated 
  by the spell energies in the casting process. 
  Unless a cost is given for a material component, 
  the cost is negligible. Assume the character has 
  all components (of negligible cost) needed as 
  long as the character has a spell component 
  pouch. 
  F (Focus): A focus component is a prop of some 
  sort. Unlike a material component, a focus is not 
  consumed when the spell is cast and can be 
  reused. As with material components, the cost 
  for a focus is negligible unless a specific price is 
  listed. 
  Assume 
  that 
  focus 
  components 
  of 
  negligible cost are in the character's spell 
  component pouch. 
  XP (XP Cost): Some powerful spells entail an 
  experience point (XP) cost to the character. No 
  spell can restore the lost XP. The character 
  cannot spend so much XP that the character 
  loses a level, so the character cannot cast the 
  spell unless the character has enough XP to 
  spare. However, the character may, on gaining 
  enough XP to attain a new level, use the XP for 
  casting a spell rather than keeping the XP and 
  advancing a level. The XP are treated as a 
  material 
  component-expended 
  when 
  the 
  character casts the spell, whether or not the 
  casting succeeds. 
  Concentration 
  To cast a spell, the character must concentrate. 
  If 
  something 
  interrupts 
  the 
  character's 
  concentration while the character is casting, the 
  character must make a Concentration check or 
  lose 
  the 
  spell. 
  The 
  more 
  distracting 
  the 
  interruption and the higher the level of the spell 
  the character is trying to cast, the higher the DC 
  is. If the character fails the check, the character 
  loses the spell just as if the character had cast it 
  to no effect. 
  Injury: Getting hurt or being affected by hostile 
  magic while trying to cast a spell can break the 
  character's concentration and ruin a spell. If 
  
   
   
  87
  while trying to cast a spell the character takes 
  damage, fails a saving throw, or are otherwise 
  successfully assaulted, the character must make 
  a Concentration check. The DC is 10 + points of 
  damage taken + the level of the spell the 
  character is casting. If the character fails the 
  check, the character loses the spell without 
  effect. The interrupting event strikes during 
  spellcasting if it comes between when the 
  character starts and completes a spell (for a spell 
  with a casting time of 1 full round or more) or if 
  it comes in response to the character casting the 
  spell (such as an attack of opportunity provoked 
  by the spell or a contingent attack, such as a 
  readied action). 
  If the character is taking continuous damage, 
  half the damage is considered to take place while 
  the character is casting a spell. The character 
  must make a Concentration check (DC 10 + one-
  half the damage that the continuous source last 
  dealt + the level of the spell the character is 
  casting). If the last damage dealt was the last 
  damage that the effect could deal, then the 
  damage is over, and it does not distract the 
  character. Repeated damage, does not count as 
  continuous damage. 
  Spell: If the character is affected by a spell while 
  attempting to cast a spell, the character must 
  make a Concentration check or lose the spell 
  being cast. If the spell affecting the character 
  deals damage, the DC of the Concentration check 
  is 10 + points of damage + the level of the spell 
  the character is casting. If the spell interferes 
  with the character or distracts the character in 
  some other way, the DC is the spell's saving 
  throw DC + the level of the spell the character is 
  casting. For spells with no saving throw, it is the 
  DC that the spell's saving throw would have if it 
  did allow a saving throw. 
  Grappling or Pinned: The only spells the 
  character can cast while grappling or pinned are 
  those without somatic components and whose 
  material components (if any) the character has in 
  hand. Even so, the character must make a 
  Concentration check (DC 20 + the level of the 
  spell the character is casting) or lose the spell. 
  Vigorous Motion: If the character is riding on a 
  moving mount, taking a bouncy ride in a wagon, 
  on a small boat in rough water, below decks in a 
  storm-tossed ship, or simply being jostled in a 
  similar fashion, the character must make a 
  Concentration check (DC 10 + the level of the 
  spell the character is casting) or lose the spell. 
  Violent Motion: If the character is on a 
  galloping horse, taking a very rough ride in a 
  wagon, on a small boat in rapids or in a storm, 
  on deck in a storm-tossed ship, or being tossed 
  roughly about in a similar fashion, the character 
  must make a Concentration check (DC 15 + the 
  level of the spell the character is casting) or lose 
  the spell. 
  Violent Weather: If the character is in a high 
  wind carrying blinding rain or sleet, the DC is 5 + 
  the level of the spell the character is casting. If 
  the character is in wind-driven hail, dust, or 
  debris, the DC is 10 + the level of the spell the 
  character is casting. The character loses the spell 
  if the character fails the Concentration check. If 
  the weather is caused by a spell, use the rules in 
  the Spell subsection above. 
  Casting Defensively: If the character wants to 
  cast a spell without provoking any attacks of 
  opportunity, the character needs to dodge and 
  weave. 
  The 
  character 
  must 
  make 
  a 
  Concentration check (DC 15 + the level of the 
  spell the character is casting) to succeed. The 
  character loses the spell if the character fails. 
  Entangled: If the character wants to cast a spell 
  while entangled, the character must make a 
  Concentration check (DC 15) to cast the spell. 
  The character loses the spell if the character 
  fails. 
  Counterspelling 
  It is possible to use raw energy to counter an 
  opponent's spell. By doing so, the caster is using 
  energy from the Aspect(s) opposing the energy 
  of the target spell in order to cancel it out. 
  How 
  Counterspells 
  Work: 
  To 
  use 
  a 
  counterspell, the character must select an 
  opponent as the target of the counterspell. The 
  character does this by choosing the ready action. 
  In doing so, the character elects to wait to 
  complete his or her action until the character's 
  opponent tries to cast a spell. (The character 
  may still move at normal speed, since ready is a 
  standard action.) 
  If the target of the character's counterspell tries 
  to cast a spell, the character makes a Spellcraft 
  check (DC 15 + the spell's level). This check is a 
  free action. If the check succeeds, the character 
  correctly identifies the opponent's spell and can 
  attempt to counter it. (If the check fails, the 
  character cannot do either of these things.) 
  To complete the action the character must spend 
  a number of magic points from an Aspect that 
  opposes the target spell equal to the amount 
  used to cast the target spell. If the spell is made 
  up of more than one Aspect's energies, the 
  character must use an appropriate amount of 
  each energy. For each type of energy involved in 
  the spell the character must make a Spellcraft 
  check (DC = 10 + Spell DC), opposed by a 
  Concentration check (DC 10 + Spell DC) by the 
  caster of the spell. A successful check indicates 
  that the spell has been cancelled out. If only a 
  part of the spell (i.e. one energy type involved) is 
  cancelled, the caster of the spell gets a Spellcraft 
  check (DC 15 + Spell level) to stabilize the spell. 
  If this is successful, the spell goes off as normal. 
  
   
   
  88
  Caster Level 
  A spell's power often depends on its caster level, 
  which is generally equal to the character's class 
  level.  
  The character can cast a spell at a lower caster 
  level than normal, but the caster level must be 
  high enough for the character to cast the spell in 
  question, and all level-dependent features must 
  be based on the same caster level. 
  Racial Aspect Modifiers 
  Because many of the tribes of the world favor 
  one Aspect and are opposed by another, this 
  balance of power affects caster level from time to 
  time.  Each tribe casts their racially favored 
  Aspect spells at +1 caster level, and opposed 
  Aspect spells at -1 caster level.  See the table 
  below for quick reference. 
  Spell failure 
  If the character ever tries to cast a spell in 
  conditions where the characteristics of the spell 
  (range, area, etc.) cannot be made to conform, 
  the casting fails and the spell is wasted.  
  Spells also fail if the character's concentration is 
  broken and might fail if the character is wearing 
  armor 
  while 
  casting 
  a 
  spell 
  with 
  somatic 
  components. 
  Special Spell Effects 
  Many special spell effects are handled according 
  to the school of the spells in question. Certain 
  other special spell features are found across spell 
  schools.  
  Attacks: Some spells refer to attacking. All 
  offensive combat actions, even those that do not 
  damage opponents are attacks. Attempts to turn 
  or rebuke undead count as attacks. All spells that 
  opponents resist with saving throws, that deal 
  damage, or that otherwise harm or hamper 
  subjects are attacks. 
  Bonus Types: Many spells give their subjects 
  bonuses on ability scores, Defense, attacks, and 
  other attributes. Each bonus has a type that 
  indicates how the spell grants the bonus. Two 
  bonuses of the same type do not generally stack. 
  With the exception of dodge bonuses, most 
  circumstance bonuses, and bonuses granted by a 
  suit of armor and a shield used in conjunction by 
  a creature, only the better bonus works. The 
  same principle applies to penalties - a character 
  suffering two or more penalties of the same type 
  applies only the worst one.  Keep in mind a 
  special note: The Legend of Zelda D20 uses 
  Defense, not Armor Class.  Thus, a spell that 
  grants an armor bonus to Armor Class applies 
  directly to a character’s Armor rating granted 
  from armor rating.  Otherwise, dodge bonuses 
  and the like are applied to Defense. 
  Descriptors: 
  Some 
  spells 
  have 
  descriptors 
  indicating 
  something 
  about 
  how 
  the 
  spell 
  functions. Most of these descriptors have no 
  game effect by themselves, but they govern how 
  the spell interacts with other spells, with special 
  abilities, with unusual creatures, with alignment, 
  and so on. 
  The descriptors are acid, cold, darkness, death, 
  electricity, fear, fire, force, language-dependent, 
  light, mind-affecting, sonic, and teleportation. 
  A language-dependent spell uses intelligible 
  language as a medium. The spell fails if the 
  target cannot understand the language being 
  spoken by the caster. 
  Combining Magical Effects:  Spells or magical 
  effects usually work as described, no matter how 
  many other spells or magical effects happen to 
  be operating in the same area or on the same 
  recipient. Except in special cases, a spell does 
  not affect the way another spell operates. 
  Whenever a spell has a specific effect on other 
  spells, the spell description explains the effect. 
  Several other general rules apply when spells or 
  magical effects operate in the same place: 
  Stacking Effects: Spells that give bonuses or 
  penalties to attack rolls, damage rolls, saving 
  throws, and other attributes usually do not stack 
  with themselves.  
  More generally, two bonuses of the same type do 
  not stack even if they come from different spells 
  (or from effects other than spells). The character 
  uses whichever bonus gives the character the 
  better score.  
  Different Bonus Names: The bonuses or penalties 
  from two different spells do stack, however, if 
  the effects are of different types.  
  A bonus that is not named (just a "+2 bonus" 
  rather than a "+2 resistance bonus") stacks with 
  any named bonus or any other unnamed one. 
  Table 7-2: Racial Aspect Modifiers 
   
  Fire 
  Forest 
  Light 
  Shadow 
  Spirit 
  Water 
  Deku 
  -1 
  +1 
  - 
  - 
  - 
  - 
  Gerudo 
  - 
  - 
  -1 
  +1 
  - 
  - 
  Goron 
  +1 
  - 
  - 
  - 
  - 
  -1 
  Hylian 
  - 
  - 
  - 
  - 
  - 
  - 
  Kokiri 
  - 
  +1 
  - 
  -1 
  - 
  - 
  Moblin 
  - 
  - 
  - 
  +1 
  - 
  -1 
  Ruto 
  - 
  - 
  +1 
  -1 
  - 
  - 
  Subrosian 
  +1 
  - 
  - 
  -1 
  - 
  - 
  Tokay 
  - 
  - 
  - 
  -1 
  - 
  +1 
  Zora 
  -1 
  - 
  - 
  - 
  - 
  +1 
  
   
   
  89
  Same Effect More than Once in Different 
  Strengths: In cases when two or more identical 
  spells are operating in the same area, but at 
  different strengths, only the best one applies.  
  Same Effect with Differing Results: The same 
  spell can sometimes produce varying effects if 
  applied to the same recipient more than once. 
  None of the previous spells are actually removed 
  or dispelled, but their effects become irrelevant 
  while the final spell in the series lasts. 
  One 
  Effect 
  Makes 
  Another 
  Irrelevant: 
  Sometimes, one spell can render a later spell 
  irrelevant.  
  Multiple Mental Control Effects: Sometimes 
  magical effects that establish mental control 
  render each other irrelevant. Mental controls that 
  do not remove the recipient's ability to act 
  usually do not interfere with each other. If a 
  creature is under the mental control of two or 
  more creatures, it tends to obey each to the best 
  of its ability (and to the extent of the control 
  each effect allows). If the controlled creature 
  receives conflicting orders simultaneously, the 
  competing 
  controllers 
  must 
  make 
  opposed 
  Charisma checks to determine which one the 
  creature obeys. 
  Spells with Opposite Effects: Spells that have 
  opposite effects apply normally, with all bonuses, 
  penalties, or changes accruing in the order that 
  they apply. Some spells negate or counter each 
  other completely. This special effect is noted in a 
  spell's description. 
  Instantaneous Effects: Two or more magical 
  effects 
  with 
  instantaneous 
  durations 
  work 
  cumulatively when they affect the same object, 
  place, or creature.  
  Custom Spells 
  A custom spell is a spell made up of a number of 
  spell pieces, each piece having some effect on 
  the total effect of the spell and each piece costing 
  you 1 mp from the piece's aspect upon casting 
  the spell. Universal pieces may be paid for in 
  magic points from any combination of aspects. 
  A Spell’s Centre 
  A spell's center is the target at which the spell is 
  cast, like a place in the room, a person, or an 
  object. The range of a spell limits what can be 
  chosen as the spell's center (see RANGE). If the 
  range is not personal, you normally must be able 
  to see or, in the case of touch, touch the center 
  upon casting the spell. 
  Area of Effect 
  A spell's area of effect is determined by the 
  pieces used in the spell, and different things 
  happen in an area of effect depending on the 
  pieces used. If no area of effect is specified by a 
  piece, it is always on the spell's center. 
  Effects 
  A spell has various effects, each one summarized 
  in a spell piece or a group of spell pieces of the 
  same type (like 5 repel vermin pieces; one repel 
  water piece and 5 repel vermin pieces would be 
  two effects). One spell may have multiple effects 
  each with varying areas of effect (like a spell that 
  immediately deals acid damage in a 30-ft radius 
  and detects magic for a few minutes in a 60-ft 
  radius). 
  Each piece that affects an existing area of effect 
  (such as acid or spread) needs to be assigned to 
  a certain area of effect (therefore you may have 
  two spread pieces, each assigned to a different 
  or the same area of effect). 
  Common sense (and perhaps GM discretion) 
  should be used when assembling spells so that 
  they are feasible with the campaign. 
  Beside the basic effects, the caster may describe 
  details like twinkles, small globes of light, a tingly 
  feeling, purple-black clouds, or even berry flavor 
  (but not enough to change how the spell actually 
  works) while the spell takes effect. Be creative! 
  The GM could even allow consistent details for 
  monster spells to give PCs clues in a puzzle. 
  Range 
  A spell with a Personal or Touch range can have 
  either you, the caster, as the center or be 
  centered on anything or one you touch. Short 
  allows the spell's center to be anywhere within 
  25 ft +5 ft/every two caster levels you possess, 
  Medium is within 100 ft +10/caster level, and 
  Long is within 400 ft +40 ft/caster level. 
  The range costs are as follows, and can be from 
  any combination of aspect pools: Personal or 
  Touch (0 mp), Short (1 mp), Medium (2 mp), 
  Long (3 mp). 
  Casting Time 
  The casting time for any one custom spell is one 
  action. 
  Saving Throws 
  The DC for a saving throw against any given 
  effect of a spell is 10 + number of total pieces 
  serving that effect + your spell-casting ability 
  modifier. 
  If there are two different areas of effect with the 
  same effect, such as Acid, each one has their 
  own DC that depends on how many pieces were 
  used in each. If the areas overlap somewhere, a 
  creature inside would need to make a save for 
  each DC. 
  If the save is made, the offending effect is 
  negated unless the description says otherwise. 
  Example Spell: Fire and Ice 
  5d6 Fire and 5d6 Cold damage to anything within 
  the area of effect. Range: Long (The center, 
  where the twist stops, may be anywhere within 
  the range.), 10 ft Spread (This is how the spell 
  
   
   
  90
  explodes in a cloud and/or creeps along any 
  surface it hits.) Ray. Total Cost: 16 magic points 
  (5 Fire, 5 Water, 6 any). 
  Example Spell: Sanctuary Light 
  Range: Touch; light illuminates in a 20 ft radius 
  out from the center for 10 minutes/level with 
  protection against creatures of dark focus for 1 
  minute/level using same area of effect; heal 3d8 
  damage in a radius of 15 ft (using Spread). Total 
  Cost: 8 magic points (Light 1, Water 1, Forest 3, 
  any 3). 
  Universal Effects 
  Universal effects do not belong to an aspect and 
  are known to anyone who makes knowing 
  aspects her business. 
  Trigger: The entire spell cast takes effect (goes 
  off) when a certain condition (specified by you 
  upon casting and of any complexity) takes place 
  within a 30 ft (per piece) radius of the spell's 
  center. This piece does not make that the area of 
  effect, however. 
  A time-based condition ("After 5 minutes") does 
  not require a large radius, but one that requires 
  planets to align may need to instead rely on 
  another device around to be triggered by the 
  alignment to be practical ("When this telescope 
  projects an image of the planets aligning."). 
  Spread: The area of effect is increased by a 5 ft 
  (per piece) radius around the spell's center. This 
  could describe a burst or splash effect. 
  Ray: You aim the spell at the center as with a 
  ranged weapon (typically making ranged touch 
  attack), but you do not have to see or touch the 
  center while casting the spell. Creatures or 
  objects that are in the way could provide cover 
  and even block the spell ray or ball, causing the 
  spell to take effect as though its center were in 
  the obstacle's position. Each mp beyond 1 you 
  spend on this piece grants you a duplicate spell 
  center. Each spell center must be within spell 
  range, and each one that tries to hit a target 
  requires its own ranged touch attack. You could 
  also decide to cast such a spell at one target. If 
  the spell is blocked, it splits up into one ray (per 
  piece) to fly in random directions (roll a die for 
  directions). Use the original attack roll for these 
  ricocheted rays. 
  Line: The area of effect travels in a straight, 
  unblocked 
  path 
  or 
  circular 
  beam 
  5 
  ft 
  wide/diameter (per piece) from you to the spell's 
  center. The spell's center always originates at the 
  center 5-ft space at the end of the farthest-
  traveling branch (or branches, in case of a tie) of 
  the line, regardless of how thick any one branch 
  is. 
  A solid barrier (any that would block a ranged 
  weapon's line of sight but also solid: not 
  darkness or fog) blocks the spell (if this is the 
  farthest the entire line travels, the spell's center 
  is here). An otherwise solid barrier with a hole of 
  at least 1 square foot through it makes that 5 ft 
  area of wall not a barrier for this line. 
  Thus, a line may be forked (as by a wall in the 
  middle of the path not as wide as the line), a 
  center appearing at each end of the farthest-
  traveling line branches at no extra mp cost. 
  Cone: The area of effect shoots out from you to 
  the spell's center, widening as it travels (along a 
  surface or three-dimensionally through space). A 
  cone's width at a given distance from you equals 
  that distance. (A 30-ft-long cone is 20 ft 
  wide/diameter at 20 ft of its length and 30 ft 
  wide/diameter at its end.) A cone may be 
  blocked in the same way as a line. Unlike a line, 
  each farthest-traveling 5-ft space (or cube) at 
  the end of a cone is treated as the spell's center. 
  Fire Effects 
  Fire: 1d6 Fire damage (per piece) will be given 
  to anything in a chosen area of effect. Reflex 
  save for half damage. 
  Body: Each creature within a chosen area of 
  effect gets +1d4+1 (per piece) to any one 
  physical ability score (Str, Dex, or Con) for 1 
  hour per caster level. 
  Damage: 1d4 magic damage (per piece) will be 
  given to anything in a chosen area of effect. 
  Reflex save for half damage. 
  Disintegrate: Up to one creature (per piece), or 
  10 ft square area of one object (per piece), 
  within a chosen area of effect glows and is 
  reduced to ash. If a Fortitude save is successful, 
  then it instead takes 1d6 (per the same pieces) 
  damage. A combination of objects and creatures 
  may be destroyed or damaged in this way. 
  Enhance: You may, each time you cast the spell, 
  divvy up any way you like one +1 enhancement 
  bonus (per piece) among any number of all 
  devices within a chosen area of effect. The total 
  bonus awarded to any one device by this effect 
  may not exceed +5. A weapon enhanced by this 
  effect gives the bonus to attack rolls made with 
  the weapon, not damage dealt by it. 
  Erase: Up to one piece or page (per piece) of 
  exposed writing (each chosen upon casting) 
  within a chosen area of effect is erased. Held 
  writing has a 90% chance of being erased, and 
  magical writing (such as from a spell scroll or a 
  glyph or rune) must be erased by touching 
  (regardless of range of the entire spell). 
  Forest Effects 
  Acid Damage: 1d6 Acid damage (per piece) will 
  be given to anything within a chosen area of 
  effect. Reflex save for half damage. 
  Entangle: Up to one (per piece) creature (each 
  chosen upon casting and during each round of 
  the effect) within a chosen area of effect who 
  fails a Reflex save is entangled by surrounding 
  plants, ropes, furniture legs, iron bars, etc. (even 
  if it succeeds the save, it can still only move at 
  half speed within the area). One can break free 
  
   
   
  91
  by succeeding at a Strength or 
  Escape Artist check of an appropriate 
  DC. Each round, the entanglements 
  attempt to entangle any who have 
  avoided or escaped entanglement but 
  not more at once than the number 
  limit. 
  Entangled: -2 penalty to attack rolls 
  and a -4 penalty to effective Dexterity. It cannot 
  move if the entanglements are anchored to an 
  immobile object; otherwise, it can move at half 
  speed but not run or charge. Casting a spell 
  requires a successful Concentration check (DC 
  15) or the spell is lost. 
  The DM may alter this effect somewhat based on 
  the nature of the entangling scenery. 
  Fly: Any creature within a chosen area of effect 
  can fly at the speed of 30 ft (per piece) (30 ft 
  less to a minimum of 10 ft if wearing heavy or 
  medium armor) for 10 minutes per caster level. 
  If still in the air when the spell lands, you drop 
  60 ft per round for 1d6 rounds, then fall 
  normally. 
  Gust: A gust of wind blows within a chosen area 
  of effect, playing with flames and doing stuff a 
  normal gust of that strength would do. Gust 
  strength is determined by the number of pieces: 
  1: Light (0-10 mph): A gentle breeze, having 
  little or no game effect. 
  2: Moderate (11-20 mph): A wind with a 50% 
  chance 
  of 
  extinguishing 
  small 
  unprotected 
  flames, such as candles. 
  3: Strong (21-30 mph): Gust that automatically 
  extinguishes unprotected flames and impose a –2 
  penalty to ranged attacks and Listen checks. Tiny 
  or smaller creatures are knocked down (Fortitude 
  save: 10 DC). 
  4: Severe (31-50): Automatically extinguishes 
  any unprotected flames, and cause protected 
  flames (such as those of lanterns) to dance wildly 
  and have a 50% chance of being extinguished. 
  Ranged weapon attacks and Listen checks are at 
  a –4 penalty. Tiny or smaller creatures are blown 
  away, Small are knocked down, Medium-size are 
  checked (Fortitude save: 15). 
  5: Windstorm-speed (51-74): Powerful enough to 
  bring down branches if not whole trees, the gust 
  automatically extinguishes unprotected flames 
  and has a 75% chance of blowing out protected 
  flames. Ranged weapon attacks are impossible 
  and even siege weapons have a –4 penalty to 
  attack. Listen checks are at a –8 penalty due to 
  the howling of the wind. Small or smaller 
  creatures are blown away, Medium-size are 
  knocked down, and Large or Huge are checked 
  (Fortitude save: DC 18). 
  6: Hurricane-speed (75-174 mph): All flames are 
  extinguished. Ranged attacks are impossible 
  (except with siege weapons, which have a –8 
  penalty to attack). Listen checks are impossible: 
  all characters can hear is the roaring of the wind. 
  Gusts of this strength could very well fell trees. 
  Medium-size or smaller creatures are blown 
  away, Large are knocked down, and Huge are 
  checked (Fortitude save: DC 20). 
  7: Tornado-speed (175-300 mph): All flames are 
  extinguished. All ranged attacks are impossible 
  (even with siege weapons), as are Listen checks. 
  A tornado-speed gust may uproot trees and 
  wreck buildings. Large or smaller creatures are 
  blown away, Huge are knocked down, and 
  Gargantuan or Colossal are checked (Fortitude 
  save: DC 30). 
  Heal: Each creature within a chosen area of 
  effect is healed of 1d8 damage (per piece). 
  Summon: Summons 1/2 HD-worth (per piece) of 
  one creature or many creatures totaling that 
  many HD (decide upon casting) to you for up to 
  1 round per caster level. They appear within spell 
  range. 
  Teleport: All creatures within the area of effect 
  (whose weight does not exceed your maximum 
  carrying capacity) are teleported to a place of 
  your choosing. 
  1 piece: only a place very familiar to you. 2: can 
  also be one you have carefully studied. 3: seen 
  casually. 4: viewed once. 5: was described to 
  you. 
  Light Effects 
  Electricity: 1d6 Electricity damage (per piece) 
  will be given to anything in the spell's area of 
  effect. Reflex save for half damage. 
  Aura of Truth: The true form of anyone or thing 
  within a 30-ft (per piece) radius area of effect 
  around the spell's center is revealed through 
  suppression of its disguise or concealment; once 
  the effect ends, or they leave the area of effect, 
  the disguise is allowed to come back into effect. 
  This suppresses illusions, invisibility, and magical 
  light and darkness, and reveals what is in normal 
  light or darkness. 
  Detect Magic: You detect magic from a spell 
  taking effect or in effect within a 30-ft (per piece) 
  radius area of effect around the spell's center. 
  Detect Snares and Pitfalls: You detect simple 
  snares and pitfalls, (such as quicksand, loose 
  rock, hunting snares but not magical traps, 
  trapdoors, or anything more complicated) within 
  a 30-ft (per piece) radius area of effect around 
  the spell's center for 10 minutes per caster level. 
  Detect Will: You detect great good or ill will 
  toward you or a designated group within a 30-ft 
  (per piece) radius area of effect around the 
  spell's center. 
  Table 7-3: Teleport Results 
  Pieces 
  On 
  Target 
  Off 
  Target 
  Similar 
  Area 
  Mishap 
  1 
  01-97 
  98-99 
  100 
  - 
  2 
  01-94 
  95-97 
  98-99 
  100 
  3 
  01-88 
  89-94 
  95-98 
  99-100 
  4 
  01-76 
  77-88 
  89-96 
  97-100 
  False Location (1d20+80) 
  - 
  - 
  81-92 
  93-100 
  
   
   
  92
  Detection: You detect the presence of a given 
  subject (chosen upon spell creation: Fey, Gorons, 
  any humanoids, ale, metal, etc.) within a 30-ft 
  (per piece) radius area of effect around the 
  spell's center. 
  Eyes of Truth: Every creature within the area of 
  effect is enabled to see through any kind of 
  magical disguise, illusion, and any kind of 
  darkness or light (but not through solid objects) 
  for a distance of up to 20 ft (per piece) for 1 
  minute per caster level. 
  Hint: You pose a simple question ("What is this 
  called?" "Is this good for me to do?") and receive 
  a small, perhaps short-sighted, and brief hint or 
  answer (from the DM). 
  The response and the questions can become 
  more complicated or complete with more spell 
  pieces ("This is a long-chained hookshot" "Good, 
  but possibly not later."). This spell is not meant 
  to be a detailed narrative of the future, though a 
  many-pieced 
  one 
  could 
  produce 
  a 
  fuzzy 
  prophecy. 
  Identify: The spell can tell you one property 
  (per piece) of a magical item. One piece might 
  reveal an arrow+1 while two pieces would reveal 
  that that the arrow also dispels magic. If there 
  are more pieces than properties, it may tell you 
  why it was made, who made it, or it may just 
  leave it at a list of properties. 
  Light: Light shines in a 20-ft (per piece) radius 
  area of effect around the spell's center for 10 
  minutes per caster level. Any darkness effect of a 
  lower mp cost in the effected area is suppressed 
  for the spell’s duration. 
  Shadow Effects 
  Force: 1d6 Force damage (per piece) will be 
  given to anything in a chosen area of effect. 
  Reflex save for half damage. 
  Chaos: Within a chosen area of effect, occurs 
  any one random effect (one piece per piece) that 
  you know from any aspect (but not universal) 
  and does not have its own area of effect. The DM 
  may pick or you may make a rolling table. 
  Darkness: Darkness billows in a 20-ft (per 
  piece) radius area of effect around the spell's 
  center for 10 minutes per caster level. Creatures 
  that can normally see in the dark cannot see in 
  magical darkness. Any light effect of a lower mp 
  cost in the effected area is suppressed for the 
  spell’s duration. 
  Double: One illusory duplicate of you (per piece) 
  separates from you and remains within 5 ft (per 
  same piece) of another figment or you and 
  disappears when struck. Normal visual and audio 
  comparison usually cannot tell a figment from 
  you, even when a figment separates from you. 
  Figments mimic your actions, such as pretending 
  to cast a spell when you cast a spell. This effect 
  lasts 1 minute per caster level. 
  Despite the description above, the DM may 
  decide that the figments will differ from you in a 
  subtle way picked up by careful comparison if 
  you happen to be standing right next to one. 
  Drain: Each creature within a chosen area of 
  effect who fails a Fortitude save loses 1d4 hp 
  (per piece), and you gain the total amount of mp 
  lost by them in this way. A successful save 
  means half the loss and half your gain. 
  Encode: Up to one piece or page (per piece) of 
  exposed writing (each chosen upon casting) 
  within a chosen area of effect is encoded so that 
  only you can read it as it normally would be (if it 
  was written in code beforehand, it still reads to 
  you as that code). This effect lasts 1 hour per 
  caster level. 
  Garble: The audio communication of up to one 
  (per piece) creature who fails a Will save (each 
  chosen upon casting) within a chosen area of 
  effect is garbled until the spell ends, regardless 
  whether the area of effect or not. You are able to 
  know what they mean to say, though this doesn't 
  allow you to understand innuendo or foreign 
  languages any more than if their speech weren't 
  garbled. This effect lasts 1 hour per caster level. 
  Haze: Obscuring haze gathers around where the 
  spell's center is upon casting in a 30-ft (per 
  piece) radius area of effect for 1 minute per level 
  (though it remains stationary from the time it 
  was cast, regardless of other ongoing effects 
  following a moving center). This works as well 
  underwater as out of water. 
  Shapeshift: This effect requires you use pieces 
  for one or the other part of this effect (one can't 
  serve both); decide what each piece is doing 
  upon each casting. One fourth (per piece: head, 
  arms, middle, legs) of any creature of 1 HD (per 
  piece) in a chosen area of effect who fails a 
  Fortitude save is each either (decide upon 
  casting) altered to look like someone else's or 
  transformed into the equivalent body part of 
  another kind of creature of less than or equal HD. 
  You can't directly kill anyone by doing this 
  (though you can change someone into a goldfish 
  on land). This effect lasts for 1 hour per caster 
  level. 
  Shift: Each creature within a chosen area of 
  effect who fails a Fortitude save gets -1d8 (per 
  piece) to any one ability score (specified at spell 
  creation) while +1d8 (per piece) to any one other 
  ability score (also specified then) for 1 minute 
  per caster level. 
  Swipe: Each creature within a chosen area of 
  effect who fails a Will save loses 1d4 mp (per 
  piece), and you gain the total number of mp lost 
  by them in this way. A successful save means 
  half the loss and half your gain. 
  Telekinesis: The caster may move one or more 
  objects in the spell range totaling up to 5 lbs (per 
  piece) up to 15 ft (per piece). This means that 
  one may carry an object from a point within the 
  
   
   
  93
  spell range (Short, Medium, etc.) to a point 
  outside the range. 
  Toughen: Each creature within a chosen area of 
  effect 
  gains 
  3 
  (per 
  piece) 
  temporary 
  hp 
  (temporary hp are lost first). Any remaining hp 
  vanish after 1 minute per caster level. 
  Weaken: Each creature within a chosen area of 
  effect who fails a Fortitude save gets -1d6 
  damage to any one ability score (specified at 
  spell creation) for 1 minute per caster level. 
  Spirit Effects 
  Sonic: 1d6 Sonic damage (per piece) will be 
  given to anything within a chosen area of effect. 
  Fortitude save for half damage. 
  Calm: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save is 
  calmed and does not take any extreme, wild, or 
  destructive action other than to defend itself 
  from serious injury for 1 round per caster level. 
  Any aggressive action or serious injury against 
  the 
  creature 
  ends 
  this 
  effect. 
  This 
  effect 
  suppresses the effects of confuse and like spells. 
  Charm: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save 
  regards you as it's trusted friend or ally for 1 
  hour per caster level. 
  Confuse: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save is 
  confused for 1 round per caster level. Behavior 
  may be rolled for (d10) and rerolled each round: 
  1: Wander away for 1 minute (unless prevented 
  and no reroll until the minute's up); 2-6: Do 
  nothing for 1 round; 7–9: Attack nearest 
  creature for 1 round; 10: Act normally for 1 
  round. 
  Wandering creatures leave the scene as if 
  disinterested. Attackers are not at any special 
  advantage when attacking them. Any confused 
  creature that is attacked automatically attacks its 
  attackers on its next turn. 
  Hypnotize: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save (+2 on 
  the save if in combat, -2 if not and only a single 
  creature) stop and stare blankly for up to 2d4 
  rounds. Any suggestion you make to someone 
  thus fascinated seems more plausible (reacts as 
  two steps more friendly in attitude). 
  Fascinated: -4 penalty to Listen and Spot 
  checks. Any potential threat allows a second 
  saving throw, and an obvious threat or rough 
  movement breaks this effect. 
  Mind: Each creature within a chosen area of 
  effect gets +1d4+1 (per piece) on any one 
  mental ability score (Int, Wis, or Cha) for 1 hour 
  per caster level. 
  Panic: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save 
  becomes panicked for 1 round per caster level. 
  Panicked: -2 morale penalty on saving throws, 
  skill, and ability checks and drops what it is 
  holding. Must flee, choosing it's path randomly 
  (as long as it's away from immediate danger), 
  flees any dangers that confront it, and, if 
  cornered, cowers, but may also use a spell or 
  special ability to escape. 
  Restore: Up to one person (per piece) within a 
  chosen area of effect is each healed of all of the 
  following conditions: confused, dazed, dazzled, 
  nausea, 
  panic 
  or 
  the 
  like, 
  paralyzation, 
  petrification, and stun. 
  Sleep: Up to 2d4 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fails a Will save falls 
  asleep for 1 minute per caster level. 
  Water Effects 
  Cold: 1d6 Cold damage (per piece) will be given 
  to anything within a chosen area of effect. Reflex 
  save for half damage. 
  Armor: Anyone or thing within a chosen area of 
  effect gets 1 DR/- (per piece). 
  Create Water: In the spell's center or within a 
  chosen area of effect (decided upon casting), 2 
  gallons (per piece) of fresh water is created. If a 
  creature is selected as the center, the water 
  appears in the mouth or similar opening. 
  Paralyze: Up to 1 HD-worth (per piece) of 
  creatures (division chosen upon casting) within a 
  chosen area of effect who fail a Will save is 
  paralyzed for 1d4 rounds per caster level. 
  Protection: For 1 minute per caster level, anyone 
  or thing within a chosen area of effect receives 
  +2 (per piece) deflection bonus to AC and +2 
  (per same piece) to any saves made against 
  anything by the subject (decided upon spell 
  creation: creatures of evil intent, Elementals, 
  spells, Cold subtype creatures, etc.). The spell 
  also physically deflects attacks, blocks possession 
  spells and effects made by the subject that try to 
  reach into the area of effect. It also prevents all 
  bodily contact with summoned subjects (so 
  natural weapon attacks going either way don't 
  work). 
  Repel: Any subject (decided upon spell creation: 
  creatures of a certain focus, Fire subtype 
  creatures, iron materials, etc.) within a chosen 
  area of effect who, if applicable, fails a Will save 
  is pushed by force in the shortest way out of the 
  area's boundaries. The force is not great enough 
  to crush a subject against a wall, though they 
  receive 2d6 damage by crossing the barrier (if 
  forced, like above, or by making a successful Will 
  save). This effect lasts for 10 minutes per caster 
  level. 
  
   
   
  94
  Resistance: Anyone or thing within a chosen 
  area of effect gets a +1 (per piece) bonus on 
  saves against a certain energy type (decided 
  upon spell creation: Fire, Cold, etc.) for 1 minute 
  per caster level. 
  Shield: Any creature or object within a chosen 
  area of effect gets a +2 (per piece) shield bonus 
  to AC for 1 minute per caster level. 
  Countering Spells 
  A custom spell is made of pieces of varying or 
  same aspects (not counting the universal pieces). 
  Custom spells are therefore countered in pieces, 
  but in some cases, countering one piece may 
  make the others fizzle or become more limited 
  (such as getting rid of an area of effect so that it 
  goes to only the spell’s center as default). You 
  counter pieces by matching up the pieces you 
  want to counter with pieces of the same aspects 
  in a spell you cast. Matched-up pieces with be 
  nullified while the rest (from your spell and the 
  opponent’s) will take effect if they still can. 
  Universal pieces cannot be countered, but usually 
  fizzle if there’s no effect left to define them. 
  Sometimes countering a diverse spell could take 
  two wizzrobes working together by casting 
  different aspect spells. 
  Psionics and Power Conversions 
  There are no psionics in the lands of the Tri-
  Force. While there are ‘psions’ and ‘mind mages’, 
  their powers are channeled through the Tri-
  Force, just like arcane energies. This means that 
  psionic powers are treated identical to spells 
  within the Legend of Zelda D20 setting.  Psionic 
  Attack and Defense Modes, and Psionic Feats are 
  not used.  The following information, taken from 
  the Psionics Handbook will allow you to convert 
  powers from other sources to your Legend of 
  Zelda D20 game. 
  Unless otherwise stated below, all converted 
  psionic powers are treated identically to spells, 
  for the regards of casting, counterspelling, and 
  so on. 
  Name: This is the name by which the power is 
  generally known. Powers might be known by 
  other names in some locales, and psionic 
  characters often have different names for their 
  powers. This usually remains unchanged. 
  Discipline 
  and 
  Descriptors: 
  This 
  is 
  the 
  discipline to which the power belongs.  Any 
  descriptors that apply are given here [in 
  brackets].  
  Disciplines: 
  Clairsentience, 
  Metacreativity, 
  Psychokinesis, 
  Psychometabolism, 
  Psychoportation, and Telepathy. The key ability 
  score for each discipline is given (in parentheses) 
  for ease of calculating target DCs. 
  Descriptors: Acid, chaotic, cold, compulsion*, 
  darkness, death, electricity, evil, fear, fire, force, 
  good, language-dependent, lawful, light, mind-
  affecting, sonic, and teleportation. 
  *Compulsion is treated as a subschool of the 
  Enchantment school of magic, but is used as a 
  descriptor here to the same effect. 
  Disciplines should be changed to schools, using 
  the following guidelines: Clairsentience powers 
  usually 
  match 
  with 
  the 
  Divination 
  school. 
  Metacreativity 
  powers 
  usually 
  match 
  the 
  summoning school. Psychokinesis powers usually 
  match the Evocation school. Psychometabolism 
  powers usually match the Transmutation school. 
  Psychoportation powers usually come from the 
  Transmutation school. Telepathy powers usually 
  match the Enchantment school. All powers with 
  the compulsion descriptor usually match the 
  Enchantment 
  School, 
  and 
  the 
  Compulsion 
  subschool. When in doubt, look for the spell in 
  the Player’s Handbook with the closest matching 
  effects, and use that as a guide to the school of 
  the power. 
  Level: This is the strength level of the power, 
  ranging from 0-level (talents) through 9th level 
  (the most powerful). This entry notes which 
  classes can manifest this power. A power’s level 
  affects the DC for any saving throw allowed 
  against 
  the 
  power. 
  This 
  usually 
  remains 
  unchanged, but you should check to see if it 
  matches with similar effects of the same level. 
  Display: This gives the type of display that 
  accompanies manifestation of the power. 
  Displays: 
  Au 
  (Audible), 
  Ma 
  (Material), 
  Me 
  (Mental), Ol (Olfactory), and Vi (Visible).  
  There are no displays for spells, but the displays 
  do give guidelines for the components of the 
  spell. Powers with audible displays have verbal 
  components. Powers with material displays have 
  material, focus, or divine focus components. 
  Powers with visible, olfactory, or mental displays 
  have somatic components. 
  Manifestation Time: The time required to 
  manifest the power. This remains unchanged. 
  Range: 
  The 
  maximum 
  distance 
  from 
  the 
  manifester at which the power can affect a 
  target. This remains unchanged 
  Target or Targets/Effect/Area: The number 
  of creatures, dimensions, volume, weight, and so 
  on, 
  that 
  the 
  power 
  affects. 
  This 
  remains 
  unchanged. 
  Duration: How long the power lasts. This 
  remains unchanged. 
  Saving Throw: Whether a power allows a saving 
  throw, what type of saving throw it is, and the 
  effect of a successful saving throw. This remains 
  unchanged. 
  Power Resistance: Whether power resistance 
  (PR) resists the power. This is usually applied to 
  spell resistance. 
  Power Points: The power’s cost to manifest. 
  Talents (0-level powers) cost 1 power point to 
  manifest after a character uses up his or her 
  
   
   
  95
  allotted free manifestations per day. The base 
  cost for converted powers depend upon the level 
  of the power, using the rules given above for 
  magic points costs. 
  Descriptive Text: This portion of the power 
  description details what the power does and how 
  it works. If one of the previous portions of the 
  description included “(see text),” this is where 
  the explanation is found. This usually remains 
  unchanged. However, the terms manifester and 
  caster 
  are 
  considered 
  to 
  be 
  used 
  interchangeably, as are magic and psionics. Also, 
  many psionic specific skills, feats and spells are 
  considered interchangeable with their Player’s 
  Handbook equivalents. 
  Spell Format 
  Each spell description follows the same format. 
  This section discusses that format and some of 
  the fine points of how spells work. 
  Name: This is the name by which the spell is 
  generally known. 
  School and Descriptors: This is the school and 
  sub-school to which the spell belongs. Any 
  descriptors that apply are given here [in 
  brackets]. 
  Schools: 
  Abjuration, 
  Conjuration, 
  Divination, 
  Enchantment, Evocation, Illusion, Necromancy, 
  Transmutation, Universal. 
  Descriptors: 
  Acid, 
  cold, 
  darkness, 
  death, 
  electricity, fear, fire, force, language-dependent, 
  light, mind-affecting, sonic, and teleportation. 
  Aspects: This is the Aspect(s) to which the spell 
  belongs. 
  A [M] after the spell means it is a multi-aspect 
  spell. 
  A [C] after the spell means it is a combi-aspect 
  spell. 
  Aspects: Fire, Shadow, Water, Light, Forest, and 
  Spirit. 
  Level: This is the relative power level of the 
  spell. This entry includes an abbreviation for each 
  class that can cast this spell. The "Level" entry 
  also indicates if a spell is a domain spell and, if 
  so, what its level is. 
  Class Abbreviations: Wizz (Wizzrobe). 
  Components: This entry indicates what the 
  character must have or do to cast the spell. If 
  the necessary components are not present, the 
  casting fails. Spells can have verbal (V), somatic 
  (S), material (M), focus (F), divine focus (DF), or 
  experience point cost (XP) components, or any 
  combination thereof. 
  If the material component, focus or define focus 
  has a Rupee cost, the cost is listed; otherwise 
  the character can assume that the actual 
  materials involved are at the discretion of the 
  caster and have no significant monetary value.  
  Convert Player’s Handbook gold piece costs 
  according to this formula: 1 gold piece (gp) = 1 
  rupee (rp). 
  Material 
  components 
  are 
  always 
  consumed 
  during the casting of a spell; a focus is not. If a 
  special focus is required, it will be unique to the 
  spell and cannot be used as the focus for other 
  spells.  Note that divine focuses need only be a 
  symbol of the Tri-Force costing at least 50 rp. 
  Casting Time: The time required to cast a spell. 
  Range: 
  The 
  maximum 
  distance 
  from 
  the 
  character at which the spell can affect a target. 
  Target or Targets/Effect/Area: This entry 
  lists the number of creatures, dimensions, 
  volume, weight, and so on, which the spell 
  affects. The entry starts with one of three 
  headings: "Target”, "Effect”, or "Area”. If the 
  target of a spell is "the character”, the character 
  does not receive a saving throw, and spell 
  resistance does not apply. The saving throw and 
  spell resistance headings are omitted from such 
  spells. 
  Duration: How long the spell lasts. 
  Saving Throw: Whether a spell allows a saving 
  throw, what type of saving throw it is, and the 
  effect of a successful save. 
  Spell Resistance: Whether spell resistance 
  (SR), a special defensive ability, resists this spell. 
  magic points Cost: The cost in magic points that 
  the spell requires to be cast. 
  Descriptive Text: This portion of the spell 
  description details what the spell does and how it 
  works. 
  Learning Spells 
  Learning a spell is a difficult and arduous task. At 
  each level, the magic-user may learn as many 
  spells as he wishes, provided he can pay the 
  price associated with them. 
  Spells require massive amounts of research, 
  meditation, research, and resources. (And did I 
  mention research?). 
  Each spell costs: 
  For Research: [100 Rupees + 200 Rupees x 
  (Spell level)] 
  The GM may modify this cost to take into account 
  rarity, and other factors; this is just a guideline. 
  In addition, the wizzrobe must spend 3 days per 
  200 rupees spent on research gathering supplies 
  and doing the actual research.  
  The Rupees go to pay for rare components and 
  facilities for learning the spell. Sometimes the 
  wizzrobe might need certain special items to 
  prime himself to unlock the spell, or he might 
  need to buy medical supplies in case the spell 
  goes wrong, or he might even need to hire a 
  tutor. One can never tell what complications 
  might arise when trying to learn a new spell. 
  To Learn:  [100 Exp + 200 Exp (Spell level)] 
  The GM may modify this cost to take into account 
  difficulty, and other such factors, this is just a 
  guideline. 
  
   
   
  96
  Spell List 
  Spells are listed by aspect, then by level. Spells 
  marked with * are taken from the Psionics 
  Handbook. Spell marked with [M] are multi-
  Aspect spells, while those marked with [C] are 
  combi-Aspect spells. 
  Fire Aspect 
  Level 0 
  Burst*: Subject’s speed improves by 10 ft. for 1 
  round. 
  Far Punch*: Telekinetic punch deals 1 damage. 
  Finger of Fire*: Deals 1d3 fire damage to one 
  foe. 
  Inflict Minor Wounds: Touch attack, 1 point of 
  damage.  
  Prestidigitation [M]: Performs minor tricks. 
  Talons*: Unarmed attacks deal +1 damage. 
  Virtue: Subject gains 1 temporary hp.   
  Level 1 
  Bite of the Dodongo*: Bite attack deals 1d8 
  damage. 
  Bless Weapon: Weapon is blessed.  
  Burning Hands: 1d4 fire damage/level (max 
  5d4).  
  Call Simple Weaponry*: Never lack for a 
  simple weapon. 
  Erase: Mundane or magical writing vanishes.  
  Expeditious Retreat: Doubles the caster’s 
  speed.  
  Fire Blast: 1d8 fire damage and ignites enemies. 
  Firefall*: Fiery sparks deal 1d4 fire damage in 
  10-ft. radius. 
  Hammer*: 
  Touch 
  deals 
  1d8 
  bludgeoning 
  damage. 
  Inflict Light Wounds: Touch attack, 1d8 
  +1/level damage (max +5).  
  Jump: Subject gets +30 on Jump checks. 
  Knock: Opens locked or magically sealed door. 
  Lesser Concussion*: Pummel foe for 1d6 
  damage. 
  Magic Weapon: Weapon gains +1 bonus. 
  Matter Agitation*: Heats a creature or object. 
  Stomp*: Shock waves in the ground knock foes 
  prone. 
  Vigor: Gain 3 temporary hit points. 
  Level 2 
  Bull’s Strength: Subject gains 1d4+1 Str for 1 
  hr. /level.  
  Burning Ray*: Fiery ray deals 3d6 damage to 
  foe. 
  Call Martial Weaponry*: Never lack for a 
  martial weapon. 
  Cat's Grace: Subject gains 1d4+1 Dex for 1 hr. 
  /level.  
  Claws of the Wolfos: Unarmed attack deals 
  1d12 damage. 
  Concussion*: Pummel foe for 3d6 damage. 
  Continual Flame: Makes a permanent, heatless 
  torch.  
  Control Flames*: Control heat and movement 
  of a fire. 
  Death Knell: Kill dying creature and gain 1d8 
  temporary hp, +2 Str, and +1 caster level  
  Din’s Weapon: Magical weapon attacks on its 
  own.  
  Endurance: Gain 1d4+1 Con for 1 hour/level.  
  Fire Trap: Opened object deals 1d4 +1/level 
  damage.  
  Flame Blade: Touch attack deals 1d8 +1/two 
  levels damage.  
  Flaming Sphere: Rolling ball of fire, 2d6 
  damage, lasts 1 round/level.  
  Heat Metal: Make metal so hot it damages those 
  that touch it.  
  Hustle*: Gain one extra partial action. 
  Inflict Moderate Wounds: Touch attack, 2d8 
  +1/level damage (max +10).  
  Inflict Pain*: Mental attack deals 3d6 damage. 
  Painful Touch*: Unarmed attacks deal an extra 
  1d6 subdual damage.  
  Produce Flame: 1d4 +1/two levels damage, 
  touch or thrown.  
  Pyrotechnics: Turns fire into blinding light or 
  choking smoke.  
  Shatter: Sonic vibration damages objects or 
  crystalline creatures.  
  Warp Wood: Bends wood (shaft, handle, door, 
  plank). 
  Level 3 
  Bite of the Slime Eel*: Bite attack deals 2d8 
  damage. 
  Call Exotic Weaponry*: Never lack for an 
  exotic weapon. 
  Claws of the ReDead*: Unarmed attack deals 
  1d8 damage. Heals the same amount. 
  Explosive Runes: Deals 6d6 damage when 
  read.  
  Fireball: 1d6 damage per level, 20-ft. radius. 
  Flame Arrow: Shoots flaming projectiles (extra 
  damage) or fiery bolts (4d6 damage). 
  Greater Concussion*: Pummel foe for 5d6 
  damage. 
  Greater Magic Weapon: +1 bonus/three levels 
  (max +5).  
  Haste: Extra partial action and +4 def.  
  Inflict Serious Wounds: Touch attack, 3d8 
  +1/level damage (max +15).  
  Keen Edge: Doubles normal weapon's threat 
  range.  
  Metaphysical Weapon*: Weapon gains a +3 
  bonus. 
  Prowess*: Caster may take one extra attack of 
  opportunity. 
  ReDead Touch: Touch deals 1d6/two caster 
  levels; caster gains damage as hp. 
  Whitefire*: Deals 5d4 fire damage in 20-ft. 
  radius. 
  
   
   
  97
  Level 4 
  Call Imbued Weaponry*: Never lack for a +1 
  weapon. 
  Din’s 
  Hammer: 
  Damages 
  and 
  staggers 
  creatures.  
  Din’s Power: The caster gains attack bonus, 18 
  Str, and 1 hp/level.  
  Dismiss Ectoplasm*: Dissipates ectoplasmic 
  targets. 
  Fire Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Fire pool of subject. 
  Fire Shield: Creatures attacking the caster take 
  fire damage; the caster is protected from cold.  
  Flame Strike: Smites foes with fire (1d6/level).  
  Imbue with Fire Aspect: Transfer Fire Aspect 
  feat, spells and magic points to subject. 
  Inflict Critical Wounds: Touch attack, 4d8 
  +1/level damage (max +20).  
  Mass Concussion*: Foes take 7d4 damage in 
  20-ft. radius. 
  Power Feedback*: Use magic points to boost 
  your physical ability bonuses.  
  Rusting Grasp: The caster’s touch corrodes iron 
  and alloys.  
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. 
  and 1d4 out to 20 ft. Passing through wall deals 
  2d6 +1/level. 
  Level 5 
  Adamant Grasp*: Gain a +10 bonus on your 
  grapple checks. 
  Brilliant Blast*: Blast deals 9d4 fire damage in 
  20-ft. radius. 
  Call Enchanted Weaponry*: Never lack for a 
  +2 weapon. 
  Circle of Doom: Deals 1d8 +1/level damage in 
  all directions.  
  Din’s Might: The caster’s size increases, and the 
  caster gains +4 Str.  
  Fire Permanency: Makes certain fire spells 
  permanent; costs XP. 
  Forest Immunity [C]: Renders the target 
  immune to forest magic. 
  Graft Weapon*: A weapon becomes a natural 
  part of the caster. 
  Matter Rearrangement*: Transmute one metal 
  to another.  
  Slay Living: Touch attack kills subject. 
  Water Immunity [C]: Renders the target 
  immune to water magic. 
  Level 6 
  Blade Barrier: Blades encircling the caster deal 
  1d6 damage/level.  
  Breath of the Dragon*: Breathe fire for 11d4 
  damage. 
  Call Magical Weaponry*: Never lack for a +3 
  weapon. 
  Circle of Death: Kills 1d4 HD/level. 
  Disintegrate: Makes one creature or object 
  vanish.  
  Fire Contingency: Sets trigger condition for 
  another fire spell. 
  Fire 
  Seeds: 
  Acorns 
  and 
  berries 
  become 
  grenades and bombs.  
  Firestaff: Stores one fire spell in wooden 
  quarterstaff.  
  Flaming Shroud*: Encased foe takes 11d6 fire 
  damage. 
  Harm: Subject loses all but 1d4 hp.  
  Improved Vigor*: Gain 13 temporary hit 
  points.  
  Mass 
  Haste: 
  As 
  haste, 
  affects 
  one/level 
  subjects. 
  Level 7 
  Call Legendary Weaponry*: Never lack for a 
  +4 weapon. 
  Delayed Blast Fireball: 1d6 fire damage/level; 
  the caster can delay blast for 5 rounds. 
  Destruction: Kills subject and destroys remains.  
  Din’s Sword: Floating magic blade strikes 
  opponents.  
  Earthquake: Intense tremor shakes 5-ft. /level 
  radius. 
  Finger of Death: Kills one subject.  
  Fire Magic: Alters reality-within spell limits. 
  Fire Storm: Deals 1d6 fire damage/level. 
  True Concussion*: Pummels foe for 13d6 
  damage. 
  Ultrablast*: Mental scream deals 13d4 damage 
  to all within 15 ft.   
  Word of Din: Kills, confuses, stuns, or deafens 
  subjects. 
  Level 8 
  Din’s Aura: +4 def, +4 resistance, SR 25 
  against forest and water spells.  
  Din’s Clenched Fist: Large hand attacks the 
  caster’s foes.  
  Incendiary 
  Cloud: 
  Cloud 
  deals 
  4d6 
  fire 
  damage/round.  
  Iron Body: Body becomes living iron. 
  Temporal 
  Acceleration*: 
  Time 
  frame 
  accelerates for 2 rounds.  
  Whirlwind: Cyclone inflicts damage and can pick 
  up creatures. 
  Level 9 
  Antigenesis*: Creates a growing dead spot on 
  an existing plane. 
  Detonation*: Pummels foe for 17d6 damage. 
  Din’s Crushing Hand: As grasping hand, but 
  stronger.  
  Dissolution*: Disintegrate very large objects or 
  creatures. 
  Fire Elemental Swarm: Summons multiple fire 
  elementals. 
  Fire Power: As fire magic, but with fewer limits. 
  Implosion: Kills one creature/round.  
  Meteor Swarm: Deals 24d6 fire damage, plus 
  bursts.  
  Power Word, Kill: Kills 1 tough subject or many 
  weak ones.  
  
   
   
  98
  Temporal Velocity*: Time frame accelerates for 
  3d4 rounds.  
  Wail of the Banshee: Kills 1 creature/level. 
  Forest Aspect 
  Level 0 
  Catfall*: Recover well from a fall. 
  Cure Minor Wounds: Cures 1 point of damage.  
  Mending: Makes minor repairs on an object.  
  Prestidigitation [M]: Performs minor tricks. 
  Purify Food and Drink: Purifies 1 cu. ft. /level 
  of food or water. 
  Level 1 
  Astral Construct I*: Creates astral construct to 
  fight for the caster 
  Biofeedback*: Self-control allows the caster to 
  take some damage as subdual damage. 
  Cure Light Wounds: Cures 1d8 +1/level 
  damage (max +5).  
  Delay Poison: Stops poison from harming 
  subject for 1 hour/level.  
  Detect Animals or Plants: Detects species of 
  animals or plants.  
  Enlarge: Object or creature grows +10%/level 
  (max +50%). 
  Entangle: Plants entangle everyone in 40-ft.-
  radius circle.  
  Feather Fall: Objects or creatures fall slowly. 
  Forest Blast: 1d6 acid damage and poisons 
  enemies. 
  Goodberry: 2d4 berries each cure 1 hp (max 8 
  hp/24 hours).  
  Invisibility 
  to 
  Animals: 
  Animals 
  cannot 
  perceive one subject/level.  
  Lesser Body Adjustment*: Heal 1d8 hp, or 
  gain a +1 bonus on next Fortitude save to resist 
  poison or disease, or heal 1 point of temporary 
  ability damage. 
  Magic Fang: One natural weapon of subject 
  creature gets +1 bonus to attack and damage.  
  Magic 
  Stone: 
  Three 
  stones 
  become 
  +1 
  projectiles, 1d6+1 damage.  
  Mount: Summons riding horse for 2 hr. /level. 
  Pass without Trace: One subject/level leaves 
  no tracks.  
  Reduce: Object or creature shrinks 10%/level 
  (max 50%).  
  Shillelagh: Cudgel or quarterstaff becomes +1 
  weapon (1d10 damage) for 1 minute/level.  
  Speak 
  with 
  Animals: 
  The 
  caster 
  can 
  communicate with natural animals.  
  Spider Climb: Grants ability to walk on walls 
  and ceilings.  
  Summon Monster I: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally I: Calls creature to 
  fight.  
  Unseen Servant: Creates invisible force that 
  obeys the caster’s commands. 
  Level 2 
  Acid Arrow: Ranged touch attack deals 2d4 
  damage for 1 round + 1 round/three levels. 
  Animal Affinity*: Possess one ability score of a 
  chosen animal. 
  Astral Construct II*: Creates astral construct 
  to fight for the caster. 
  Barkskin: Grants 1/- natural DR bonus (or 
  higher).  
  Body Adjustment*: Heals 3d6 damage, or 
  gains a bonus on the next Fortitude save to resist 
  poison or disease, or heal 2 temporary ability 
  points. 
  Bolt*: Creates a short-lived bolt, arrow, or 
  bullet. 
  Control 
  Air*: 
  Wind 
  velocity 
  increased 
  or 
  decreased by up to 10 miles per hour + 5 miles 
  per hour/level. 
  Cure Moderate Wounds: Cures 2d8 +1/level 
  damage (max +10).  
  Expansion*: Grow +10%/level (max +100%). 
  Fog Cloud: Fog obscures vision.  
  Glide*: Subject glides at speed of 20 ft. 
  Lesser 
  Restoration: 
  Dispels 
  magic 
  ability 
  penalty or repairs 1d4 ability damage.  
  Levitate: Subject moves up and down at the 
  caster’s direction.  
  Make Whole: Repairs an object.  
  Remove Paralysis: Frees one or more creatures 
  from paralysis, hold, or slow.  
  Soften Earth and Stone: Turns stone to clay or 
  dirt to sand or mud.  
  Speak with Plants: The caster can talk to 
  normal plants and plant creatures.  
  Summon Monster II: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally II: Calls creature to 
  fight.  
  Summon Swarm: Summons swarm of small 
  crawling or flying creatures.  
  Sustenance*: Go without food and water.  
  Tree Shape: The caster looks exactly like a tree 
  for 1 hour/level.  
  Web: Fills 20-ft-radius spread with sticky spider 
  webs. 
  Wood Shape: Rearranges wooden objects to 
  suit the caster. 
  Level 3 
  Astral Construct III*: Creates astral construct 
  to fight for caster. 
  Call 
  Lightning: 
  Directs 
  lightning 
  bolts 
  (1d10/level) during storms.  
  Control Plants: Talk to and control plants & 
  fungi. 
  Create Food and Water: Feeds three humans 
  (or one horse)/level.  
  Cure Serious Wounds: Cures 3d8 +1/level 
  damage (max +15).  
  Diminish Plants: Reduces size or blights growth 
  of normal plants.  
  Fly: Subject flies at speed of 90.  
  
   
   
  99
  Greater Magic Fang: One natural weapon of 
  subject creature gets +1 bonus to attack and 
  damage per three caster levels (max +5)  
  Gust of Wind: Blows away or knocks down 
  smaller creatures.  
  Heal Mount: As heal on warhorse or other 
  mount.  
  Improved 
  Biofeedback*: 
  Take 
  charge 
  of 
  body’s damage. 
  Meld into Stone: The caster and the caster’s 
  gear merge with stone.  
  Neutralize Poison: Detoxifies venom in or on 
  subject.  
  Phantom Steed: Magical horse appears for 1 
  hour/level.  
  Plant Growth: Grows vegetation, improves 
  crops.  
  Poison: Touch deals 1d10 Con damage, repeats 
  in 1 min.  
  Rejuvenation*: Heal 1 point of temporary 
  ability damage/hour.  
  Remove Disease: Cures all diseases affecting 
  subject.  
  Shrink Item: Object shrinks to one-twelfth size.  
  Spike Growth: Creatures in area take 1d4 
  damage, and may be slowed.  
  Stone Shape: Sculpts stone into any form.  
  Summon Monster III: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally III: Calls creature to 
  fight. 
  Trinket*: Creates a short-lived trinket. 
  Level 4 
  Air Walk: Subject treads on air as if solid (climb 
  at 45-degree angle)  
  Astral Construct IV*: Creates astral construct 
  to fight for the caster. 
  Cure Critical Wounds: Cures 4d8 +1/level 
  damage (max +20).  
  Dissolving Touch*: Touch deals 7d6 acid 
  damage. 
  Farore’s Fury: Damages and poisons creatures. 
  Forest Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Forest pool of subject. 
  Freedom 
  of 
  Movement: 
  Subject 
  moves 
  normally despite impediments.  
  Giant Vermin: Turns insects into giant vermin.  
  Hallucinatory Terrain: Makes one type of 
  terrain appear like another (field into forest, 
  etc.).  
  Imbue with Forest Aspect: Transfer Forest 
  Aspect feat, spells and magic points to subject. 
  Immovability*: Caster is almost impossible to 
  move.  
  Minor Creation: Creates one cloth or wood 
  object.  
  Reincarnate: Brings dead subject back in a 
  random body.  
  Spike Stones: Creatures in area take 1d8 
  damage, and may be slowed.  
  Summon Monster IV: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally IV: Calls creature to 
  fight.  
  Tree Stride: Step from one tree to another far 
  away. 
  Level 5 
  Animal Growth: One animal/two levels doubles 
  in size, HD.  
  Astral Construct V*: Creates astral construct to 
  fight for the caster. 
  Awaken: Animal or tree gains human intellect.  
  Commune with Nature: Learn about terrain for 
  one mile/level.  
  Control Winds: Change wind direction and 
  speed.  
  Fabricate: 
  Transforms 
  raw 
  materials 
  into 
  finished items.  
  Faithful Hound: Phantom dog can guard, 
  attack. 
  Fire Immunity [C]: Renders the target immune 
  to fire magic. 
  Forest Permanency: Makes certain forest spells 
  permanent; costs XP. 
  Healing Circle: Cures 1d8 +1/level damage in 
  all directions.  
  Insect Plague: Insect horde limits vision, inflicts 
  damage, and weak creatures flee.  
  Major Creation: As minor creation, plus stone 
  and metal.  
  Passwall: Breaches walls 1 ft. thick/level.  
  Sudden Minor Creation*: Quickly create cloth 
  or wood object. 
  Summon Monster V: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally V: Calls creature to 
  fight.  
  Transmute Mud to Rock: Transforms two 10-ft. 
  cubes/level.  
  Transmute Rock to Mud: Transforms two 10-ft. 
  cubes/level.  
  Wall of Thorns: Thorns damage anyone who 
  tries to pass. 
  Water Immunity [C]: Renders the target 
  immune to water magic. 
  Level 6 
  Ablating*: Subject is buffered from one dispel 
  effect. 
  Astral Construct VI*: Creates astral construct 
  to fight for the caster. 
  Control Weather: Changes weather in local 
  area.  
  Flesh to Stone: Turns subject creature into 
  statue.  
  Forest Contingency: Sets trigger condition for 
  another forest spell. 
  Foreststaff: Stores one forest spell in wooden 
  quarterstaff.  
  Heal: Cures all damage, diseases, and mental 
  conditions.  
  
   
   
  100
  Heroes' Feast: Food for one creature/level cures 
  and blesses.  
  Improved Fabricate*: Transforms raw goods to 
  finished items. 
  Improved Fly*: Subject flies at speed of 180. 
  Ironwood: Magical wood is strong as steel.  
  Liveoak: Oak becomes treant guardian.  
  Move Earth: Digs trenches and build hills.  
  Retrieve*: Teleport to hand an item the caster 
  can see. 
  Stone to Flesh: Restores petrified creature.  
  Summon Monster VI: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally VI: Calls creature to 
  fight.  
  Transport via Plants: Move instantly from one 
  plant to another of the same species. 
  Level 7 
  Animal Shapes: One-ally/level polymorphs into 
  chosen animal.  
  Astral Construct VII*: Creates astral construct 
  to fight for the caster. 
  Changestaff: The caster’s staff becomes a 
  treant on command.  
  Creeping Doom: A carpet of insects attacks at 
  the caster’s command.  
  Farore’s Whisper: Kills, paralyzes, weakens, or 
  dazes subjects. 
  Fission*: Briefly duplicate self. 
  Forest Magic: Alters reality-within spell limits. 
  Greater 
  Restoration: 
  As 
  restoration, 
  plus 
  restores all levels and ability scores  
  Oak Body*: Body becomes living wood.  
  Regenerate: Subject’s severed limbs grow back.  
  Summon Monster VII: Calls outsider to fight 
  for the caster.  
  Summon Nature's Ally VII: Calls creature to 
  fight.  
  Transmute Metal to Wood: Metal within 40 ft. 
  becomes wood. 
  Level 8 
  Astral 
  Construct 
  VIII*: 
  Creates 
  astral 
  construct to fight for the caster. 
  Clone: Duplicate awakens when original dies.  
  Command 
  Plants: 
  Plants 
  animate 
  and 
  vegetation entangles.  
  Farore’s Protection: +4 def, +4 resistance, and 
  SR 25 against fire and water spells. 
  Greater Planar Ally: As lesser planar ally, but 
  up to 24 HD.  
  Mass Heal: As heal, but with several subjects.  
  Matter Manipulation*: Increase or decrease an 
  object’s base hardness by 5. 
  Summon Monster VIII: Calls outsider to fight 
  for the caster.  
  Summon Nature's Ally VIII: Calls creature to 
  fight. 
  True Creation*: Creates 
  permanent 
  cloth, 
  wood, stone, or metal objects.  
  Level 9 
  Air Elemental Swarm: Summons multiple air 
  elementals.  
  Astral Construct IX*: Creates astral construct 
  to fight for the caster. 
  Earth Elemental Swarm: Summons multiple 
  earth elementals 
  Forest Power: As forest magic, but with fewer 
  limits. 
  Freedom: 
  Releases 
  creature 
  suffering 
  imprisonment.  
  Genesis*: Instigate a new demiplane in the 
  Astral Plane. 
  Shambler: Summons 1d4+2 shambling mounds 
  to fight for the caster.  
  Shapechange: Transforms the caster into any 
  creature, and change forms once per round.  
  Storm 
  of 
  Vengeance: 
  Storm 
  rains 
  acid, 
  lightning, and hail.  
  Summon Monster IX: Calls outsider to fight for 
  the caster.  
  Summon Nature's Ally IX: Calls creature to 
  fight. 
  True Metabolism*: Regenerate 10 points/round 
  for 1 minute.  
  Light Aspect 
  Level 0 
  Arcane Mark: Inscribes a personal rune (visible 
  or invisible).  
  Detect Magic: Detects spells and magic items 
  within 60 ft.  
  Detect Poison: Detects poison in one creature 
  or small object.  
  Disrupt Undead: Deals 1d6 damage to one 
  undead.  
  Flare: Dazzles one creature (-1 attack).  
  Guidance: +1 on one roll, save, or check.  
  Know Direction: The caster discerns north.  
  Kokiri Sight*: Caster has low-light vision. 
  Light: Object shines like a torch.  
  Missive*: Sends a one-way telepathic message 
  to subject. 
  My Light*: Eyes emit a 20-ft. cone of light.  
  Prestidigitation [M]: Performs minor tricks. 
  Read Magic: Read scrolls and spellbooks. 
  Level 1 
  Biocurrent*: Continuous bioelectrical current 
  deals 1d4 electricity damage/round to up to two 
  living creatures. 
  Combat Precognition*: Gains a +1 insight 
  bonus to defense. 
  Comprehend 
  Languages: 
  Understand 
  all 
  spoken and written languages.  
  Deathwatch: Sees how wounded subjects within 
  30 ft. are.  
  Destiny Dissonance*: Touch deals 1d8 subdual 
  damage. 
  Detect Secret Doors: Reveals hidden doors 
  within 60 ft.  
  
   
   
  101
  Detect Snares and Pits: Reveals natural or 
  primitive traps.  
  Detect Undead: Reveals undead within 60 ft.  
  Expanded Vision*: Wider vision allows caster to 
  see more. 
  Faerie 
  Fire: 
  Outlines 
  subjects 
  with 
  light, 
  canceling blur, concealment, etc.  
  Feel Light*: Use tactile sensation to see. 
  Feel Sound*: Use tactile sensation to hear. 
  Hear Light*: Use auditory sensation to see. 
  Identify: Determines single feature of magic 
  item.  
  Inkling*: 50% likely to know if an intended 
  action is good or bad. 
  Know Location*: The caster knows where he or 
  she is. 
  Light Blast: 1d6 electrical damage and blinds 
  enemies. 
  Message: Whispered conversation at distance.  
  Object Reading*: Knows about an object’s 
  past. 
  Psycholuminescence*: Object sheds silvery 
  light. 
  See Sound*: You use visual sensation to hear. 
  Sense Link*: Sense what the subject senses 
  (single sense). 
  Shocking Grasp: Touch delivers 1d8 +1/level 
  electricity.  
  True Strike: Adds +20 bonus to the caster’s 
  next attack roll. 
  Level 2 
  Augury: Learns whether an action will be good 
  or bad.  
  Blindness: Makes subject blind. 
  Combat Prescience*: Gain a +2 insight bonus 
  on your attack roll. 
  Darkvision: See 60 ft. in total darkness.  
  Daylight: 60-ft. radius of bright light.  
  Detect Thoughts: Allows listening to surface 
  thoughts.  
  Find Traps: Notice traps as a rogue does.  
  Glitterdust: Blinds creatures, outlines invisible 
  creatures.  
  Intrusive Sense Link*: Subject senses what 
  the caster senses. 
  Locate Object: Senses direction toward object 
  (specific or type).  
  Recall Pain*: Foe takes 3d6 damage from 
  painful memory. 
  See Invisibility: Reveals invisible creatures or 
  objects.  
  Sense Teleportation*: Know when others use 
  teleport effects. 
  Sensitivity to Psychic Impressions*: Find out 
  about an area’s past. 
  Sever the Tie*: Deal 3d8 damage to undead in 
  10-ft. radius.  
  Tongues: Speak any language.  
  Vigilance*: See through mists, murk, and 
  darkness. 
  Whispering Wind: Sends a short message one 
  mile/level.  
  Zone of Truth: Subjects within range cannot lie. 
  Level 3 
  Clairaudience/Clairvoyance: Hear or see at a 
  distance for 1 min. /level.  
  Danger Sense*: Gain a +4 bonus against traps. 
  Discern Lies: Reveals intentional lies.  
  Helping Hand: Ghostly hand leads subject to 
  the caster.  
  Invisibility Purge: Dispels invisibility within 5 
  ft. /level.  
  Lightning 
  Bolt: 
  Electricity 
  deals 
  1d6 
  damage/level.  
  Poison Sense*: Sense poison in 30-ft. radius. 
  Remove Curse: Frees object or person from 
  curse. 
  Schism*: 
  Splits 
  caster’s 
  mind 
  into 
  two 
  independently functional parts. 
  Scrying: Spies on subject from a distance.  
  Searing Light: Ray deals 1d8/two levels, more 
  against undead.  
  Speak 
  with 
  Dead: 
  Corpse 
  answers 
  one 
  question/two levels. 
  Ubiquitous Vision*: Caster has all-around 
  vision. 
  Undead Sense*: Sense the presence of undead. 
  Level 4 
  Anchored Navigation*: Navigate from a fixed 
  reference point that caster mentally senses. 
  Arcane Eye: Invisible floating eye moves 30 ft. 
  /round.  
  Aura Sight*: Can read things in other’s auras. 
  Detect Scrying: Alerts the caster of magical 
  eavesdropping.  
  Divination: Provides useful advice on to specific 
  proposed actions.  
  Fate of One*: Reroll a bad roll. 
  Imbue with Light Aspect: Transfer Light 
  Aspect feat, spells and magic points to subject. 
  Legend Lore: Learn tales about a person, place, 
  or thing.  
  Light Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Light pool of subject. 
  Locate Creature: Indicates direction to familiar 
  creature.  
  Nayru’s Smite: Damages and blinds creatures.  
  Nayru’s Staff: Weapon becomes +5.  
  Rainbow Pattern: Lights prevent 24 HD of 
  creatures from attacking or moving away.  
  Sending: Delivers short message anywhere, 
  instantly.  
  Status: Monitors condition, position of allies. 
  Steadfast Perception*: Gain a +4 bonus 
  against illusions, +2 bonus on Spot and Search 
  checks.  
  Level 5 
  Commune: 
  Deity 
  answers 
  one 
  yes-or-no 
  question/level.  
  
   
   
  102
  Contact 
  Other 
  Plane: 
  Ask 
  question 
  of 
  extraplanar entity.  
  Dream: Sends message to anyone sleeping.  
  Light Permanency: Makes certain light spells 
  permanent; costs XP. 
  Mind Probe*: Discover the subject’s secret 
  thoughts. 
  Prying Eyes: 1d4 floating eyes +1/level scout 
  for the caster.  
  Recall Agony*: Foe takes 9d6 damage from 
  painful memory. 
  Sense Magic*: Sense magic spells and effects. 
  Shadow Immunity [C]: Renders the target 
  immune to shadow magic. 
  Spirit Immunity [C]: Renders the target 
  immune to spirit magic. 
  Telepathic Bond: Link lets allies communicate.  
  True Seeing: See all things as they really are. 
  Level 6 
  Analyze Dweomer: Reveals magical aspects of 
  subject. 
  Aura Cleansing*: Removes all compulsions 
  from subject’s aura. 
  Chain Lightning: 1d6 damage/level; secondary 
  bolts.  
  Find the Path: Shows most direct way to a 
  location.  
  Greater Biocurrent*: Continuous bioelectrical 
  current deals 6d6 electricity damage/round to up 
  to four living creatures. 
  Greater Scrying: As scrying, but faster and 
  longer.  
  Light Contingency: Sets trigger condition for 
  another light spell. 
  Lightstaff: Stores one light spell in wooden 
  quarterstaff.  
  Precognition*: More in-depth than divination. 
  Shield of Prudence*: Gain a +6 insight bonus 
  to defense. 
  Stone Tell: Talk to natural or worked stone. 
  Trace Teleport*: Learn origin or goal of 
  subject’s teleport.  
  Level 7 
  Improved Anchored Navigation*: Navigate 
  from a fixed point even across planar boundaries.  
  Light Magic: Alters reality-within spell limits. 
  Nayru’s Word: Kills, paralyzes, weakens, or 
  dazes subjects.  
  Power Word - Stun: Stuns creature with up to 
  150 hp.  
  Sunbeam: Beam blinds and deals 3d6 damage.  
  Vision: 
  As 
  legend 
  lore, 
  but 
  quicker 
  and 
  strenuous. 
  Level 8 
  Discern Location: Exact location of creature or 
  object.  
  Hypercognition*: Deduce almost anything. 
  Nayru’s Aura: +4 def, +4 resistance, and SR 25 
  against shadow and spirit spells.  
  Power Word, Blind: Blinds 200 hp worth of 
  creatures.  
  Recall Death*: Foe vividly recalls its future 
  death and dies.  
  Sunburst: Blinds all within 10 ft., deals 3d6 
  damage. 
  Level 9 
  Foresight: “Sixth sense" warns of impending 
  danger.  
  Light Power: As light magic, but with fewer 
  limits. 
  Metafaculty*: Subject cannot hide name or 
  location from caster. 
  Psychic Chirurgery*: Repair psychic damage 
  and impart knowledge of new spells. 
  Time Regression*: Relive the last 1d4+1 
  rounds. 
  Shadow Aspect 
  Level 0 
  Control Shadow*: Control a normal shadow like 
  a puppet. 
  Dancing Lights: Figment torches or other lights.  
  Ghost Sound: Figment sounds.  
  Mage Hand: 5-pound telekinesis.  
  Prestidigitation [M]: Performs minor tricks. 
  Level 1 
  Cause Fear: One creature flees for 1d4 rounds.  
  Change Self: Change own appearance.  
  Color Spray: Knocks unconscious, blinds, or 
  stuns 1d6 weak creatures.  
  Conceal Thoughts*: The caster conceals his or 
  her motives. 
  Control Light*: Adjust light levels up or down. 
  Control Object*: Telekinetically animates a 
  small object. 
  Dissipating Touch*: Touch deals 1d8 damage.   
  Entropic Shield: Ranged attacks against the 
  caster suffer 20% miss chance.  
  Floating Disk: 3-ft.-diameter horizontal disk 
  that holds 100 lb. /level.  
  Invisibility to Undead: Undead cannot perceive 
  one subject/level.  
  Magic Missile: 1d4+1 damage; +1 missile/two 
  levels above 1st (max 5).  
  Magical Aura: Grants object false magic aura.  
  Ray of Enfeeblement: Ray reduces Str by 1d6 
  points +1 point/two levels. 
  Shadow Blast: 1d4 force damage and stuns 
  enemies. 
  Silent Image: Creates minor illusion of the 
  caster’s design.  
  Undetectable Aura: Masks magic item's aura.  
  Ventriloquism: Throws voice for 1 min. /level. 
  Level 2 
  Alter Self: As change self, plus changes that are 
  more drastic. 
  Blur: Attacks miss subject 20% of the time.  
  Chameleon*: Gain a +10 enhancement bonus 
  on Hide checks. 
  
   
   
  103
  Darkness: 
  20-ft. 
  radius 
  of 
  supernatural 
  darkness.  
  Desecrate: Fills area with negative energy, 
  making undead stronger.  
  Ghoul Touch: Paralyzes one subject, who 
  exudes stench (-2 penalty) nearby. 
  Illusionary Trap: Makes item seem trapped.  
  Invisibility: Subject invisible 10 min. /level or 
  until it attacks.  
  Magic Mouth: Speaks once when triggered.  
  Minor Image: As silent image, plus some sound.  
  Mirror Image: Creates decoy duplicates of the 
  caster (1d4 +1/three levels, max 8).  
  Misdirection: 
  Misleads 
  divinations 
  for 
  one 
  creature or object.  
  Obscure 
  Object: 
  Masks 
  object 
  against 
  divination.  
  Rope Trick: Up to eight creatures hide in 
  extradimensional space.  
  Scare: Panics creatures up to 5 HD (15-ft. 
  radius).  
  Silence: Negates sound in 15-ft. radius.  
  Spectral Hand: Creates disembodied glowing 
  hand to deliver touch attacks.  
  Level 3 
  Amplified Invisibility*: Attack once and stay 
  unseen. 
  Animate Dead: Creates undead skeletons and 
  zombies.  
  Blink: 
  The 
  caster 
  randomly 
  vanishes 
  and 
  reappears for 1 round/level.  
  Contagion: Infects subject with chosen disease.  
  Deeper 
  Darkness: 
  Object 
  sheds 
  absolute 
  darkness in 60-ft. radius.  
  Dimension Slide*: Instantly move to any spot 
  seen in close range. 
  Displacement: Attacks miss subject 50%.  
  Duodimensional Hand*: Unarmed attacks deal 
  slashing damage with an increased threat range. 
  False Sensory Input*: Falsify one of the 
  subject’s senses. 
  Fear: Subjects within cone flee for 1 round/level.  
  Illusory Script: Only intended reader can 
  decipher.  
  Invisibility Sphere: Makes everyone within 10 
  ft. invisible.  
  Major Image: As silent image, plus sound, smell 
  and thermal effects.  
  Nondetection: Hides subject from divination, 
  scrying.  
  Sculpt Sound: Creates new sounds or changes 
  existing ones.  
  Secret Page: Changes one page to hide its real 
  content. 
  Time Hop*: Subject hops forward in time 3d6 
  rounds. 
   Level 4 
  Black Tentacles: 1d4 +1/level tentacles grapple 
  randomly within 15 ft.  
  Dimension Door: Teleports the caster and up to 
  500 lb.  
  Din’s Blight: Damages and sickens creatures.  
  Enervation: Subject gains 1d4 negative levels.  
  Illusory Wall: Wall, floor, or ceiling looks real, 
  but anything can pass through. 
  Imbue with Shadow Aspect: Transfer Shadow 
  Aspect feat, spells and magic points to subject. 
  Improved 
  Invisibility: 
  As 
  invisibility, 
  but 
  subject can attack and stay invisible.  
  Lesser Planar Ally: Exchange services with an 8 
  HD outsider.  
  Mindwipe*: Subject’s recent experiences wiped 
  away. 
  Modify Memory: Changes 5 minutes of subject's 
  memories.  
  Phantasmal 
  Killer: 
  Fearsome 
  illusion 
  kills 
  subject or deals 3d6 damage. 
  Polymorph Other: Gives one subject a new 
  form.  
  Polymorph Self: The caster assumes a new 
  form.  
  Shadow Conjuration: Mimics conjuring below 
  4th level. 
  Shadow Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Shadow pool of subject. 
  Tailor Memory*: False memory implanted in 
  subject. 
  Telekinesis*: Lift or move 25 lb. /level at long 
  range. 
  Level 5 
  Baleful Teleport: Destructive teleport deals 9d6 
  damage. 
  Clairtangency*: 
  Use 
  mage 
  hand 
  at 
  any 
  distance. 
  Ectoplasmic Shambler*: Foglike predator deals 
  1 point of damage/round to those it surrounds. 
  Ethereal Jaunt: The caster becomes ethereal 
  for 1 round/level.  
  False Vision: Fools scrying with an illusion.  
  Feeblemind: Subject’s Int drops to 1.  
  Greater Shadow Conjuration: As shadow 
  conjuration, but up to 4th level and 40% real. 
  Light 
  Immunity 
  [C]: 
  Renders 
  the 
  target 
  immune to light magic. 
  Metamorphosis*: Take the form of creatures 
  and objects.   
  Mirage Arcana: As hallucinatory terrain, plus 
  structures.  
  Mislead: Turns the caster invisible and creates 
  illusory double.  
  Nightmare: Sends vision dealing 1d10 damage, 
  fatigue.  
  Persistent Image: As major image, but no 
  concentration required.  
  Plane Shift: Up to eight subjects travel to 
  another plane.  
  Secret Chest: Hides expensive chest on Ethereal 
  Plane; the caster retrieves it at will. 
  Seeming: 
  Changes 
  appearance 
  of 
  one 
  person/two levels. 
  
   
   
  104
  Shadow Evocation: Mimics evocation less than 
  5th level. 
  Shadow Permanency: Makes certain shadow 
  spells permanent; costs XP. 
  Spirit Immunity [C]: Renders the target 
  immune to spirit magic. 
  Telekinesis: Lifts or moves 25 lb. /level at long 
  range.  
  Teleport: 
  Instantly 
  transports 
  the 
  caster 
  anywhere.  
  Wall of Force: Wall is immune to damage. 
  Level 6 
  Aura Deception*: Subject seems something it 
  is not. 
  Call 
  Cohort*: 
  Teleport 
  cohort 
  to 
  caster’s 
  location. 
  Create 
  Undead: 
  Ghouls, 
  shadows, 
  ghasts, 
  wights, or wraiths.  
  Etherealness: Travel to Ethereal Plane with 
  companions.  
  Eyebite: Charm, fear, sicken, or sleep one 
  subject.  
  Greater 
  Shadow 
  Evocation: 
  As 
  shadow 
  evocation, but up to 5th level. 
  Permanent Image: Includes sight, sound, and 
  smell.  
  Planar Ally: As lesser planar ally, but up to 16 
  HD.  
  Programmed Image: As major image, plus 
  triggered by event.  
  Project Image: Illusory double can talk and cast 
  spells.  
  Scrying 
  Trap*: 
  Enemy 
  scryers 
  take 
  4d4 
  damage. 
  Shades: As shadow conjuration, but up to 5th 
  level and 60% real.  
  Shadow Contingency: Sets trigger condition for 
  another shadow spell. 
  Shadowstaff: Stores one shadow spell in 
  wooden quarterstaff.  
  Teleport 
  Trigger*: 
  Predetermined 
  event 
  triggers teleport. 
  Veil: Changes appearance of group of creatures.  
  Word of Recall: Teleports the caster back to 
  designated place.  
  Level 7 
  Blasphemy: Kills, paralyzes, weakens, or dazes 
  subjects.  
  Control Undead: Undead do not attack the 
  caster while under the caster’s command. 
  Improved Telekinesis*: Lift or move 100 lb. 
  /level at long range. 
  Instant Summons: Prepared object appears in 
  the caster’s hand.  
  Mass Invisibility: As invisibility, but affects all 
  in range.  
  Phase Door: Invisible passage through wood or 
  stone.  
  Prismatic Spray: Rays hit subjects with variety 
  of effects.  
  Reverse Gravity: Objects and creatures fall 
  upward.  
  Screen: Illusion hides area from vision, scrying.  
  Sequester: Subject is invisible to sight and 
  scrying. 
  Shadow Magic: Alters reality-within spell limits. 
  Shadow Walk: Step into shadow to travel 
  rapidly.  
  Simulacrum: Creates partially real double of a 
  creature.  
  Teleport without Error: As teleport, but no off-
  target arrival.  
  Vanish: As teleport, but affects a touched 
  object. 
  Level 8 
  Cloak of Din: +4 def, +4 resistance, SR 25 
  against light and spirit spells.  
  Create Greater Undead: Mummies, specters, 
  vampires, or ghosts.  
  Horrid Wilting: Deals 1d8 damage/level within 
  30 ft.  
  Improved Clairtangency*: Use telekinesis at 
  any distance. 
  Improved 
  Etherealness*: 
  Stay 
  ethereal 
  longer. 
  Maze: Traps subject in extradimensional maze. 
  Mind 
  Blank*: 
  Subject 
  immune 
  to 
  mental/emotional effects, scrying, and remote 
  viewing. 
  Polymorph Any Object: Changes any subject 
  into anything else.  
  Prismatic Wall: Wall’s colors have array of 
  effects.  
  Shadow Body*: Become a living shadow (not 
  the creature). 
  Level 9 
  Energy Drain: Subject gains 2d4 negative 
  levels.  
  Gate: 
  Connects 
  two 
  planes 
  for 
  travel 
  or 
  summoning.  
  Prismatic Sphere: As prismatic wall, but 
  surrounds on all sides.  
  Probability 
  Travel*: 
  Caster 
  and 
  friends 
  physically enter Astral Plane. 
  Shadow Power: As shadow magic, but with 
  fewer limits. 
  Teleportation 
  Circle: 
  Circle 
  teleports 
  any 
  creature inside to designated spot. 
  True Telekinesis*: Lift or move 500 lb. /level at 
  long range. 
  Weird: As phantasmal killer, but affects all 
  within 30 ft. 
  Spirit Aspect 
  Level 0 
  Daze: Creature loses next action.  
  Distract*: Subject’s mind wanders, imparting a 
  –1 penalty on some actions. 
  Prestidigitation [M]: Performs minor tricks. 
  Telempathic Projection*: Modifies subject’s 
  emotions. 
  
   
   
  105
  Level 1 
  Animal Friendship: Gains permanent animal 
  companions. 
  Animate Rope: Makes a rope move at the 
  caster’s command.  
  Attraction*: Subject has an attraction the 
  caster specifies. 
  Bane: Enemies suffer -1 attack, -1 on saves 
  against fear.  
  Bless: Allies gain +1 attack and +1 on saves 
  against fear.  
  Calm Animals: Calms 2d4 +1/level HD of 
  animals, beasts, and magical beasts    
  Charm Person: Makes one person the caster’s 
  friend.  
  Command: 
  One 
  subject 
  obeys 
  one-word 
  command for 1 round.  
  Disable*: Subjects incorrectly believe they are 
  disabled. 
  Doom: One subject suffers -2 on attacks, 
  damage, saves, and checks.  
  Empathic Transfer*: Absorb others’ hurts. 
  Empathy*: 
  Know 
  the 
  subject’s 
  surface 
  emotions. 
  Farore’s 
  Favor: 
  The 
  caster 
  gains 
  attack, 
  damage bonus, +1/three levels.  
  Hypnotism: Fascinates 2d4 HD of creatures.  
  Lesser Mindlink*: Forge a limited mental bond 
  with another creature. 
  Random Action: One creature acts randomly for 
  one round. 
  Remove Fear: +4 on saves against fear for one 
  subject +1/four levels.  
  Sleep: Put 2d4 HD of creatures into comatose 
  slumber. 
  Spirit Blast: 1d6 sonic damage and deafens 
  enemies. 
  Level 2 
  Aid: +1 attack, +1 on saves against fear, 1d6 
  temporary hit points.  
  Animal Messenger: Sends a Tiny animal to a 
  specific place.  
  Animal Trance: Fascinates 2d6 HD of animals. 
  Aversion*: Subject has aversion the caster 
  specifies. 
  Brain Lock*: Subject cannot move or take any 
  mental actions. 
  Calm Emotions: Calms 1d6 creatures/level, 
  negating emotion effects.  
  Charm Animal: Makes one animal the caster’s 
  friend.  
  Consecrate: Fills area with positive energy, 
  making undead weaker.  
  Control Body*: Take rudimentary control of 
  foe’s limbs. 
  Deafness: Makes subject deaf.  
  Demoralize*: Foes suffer –1 penalty on some 
  actions. 
  Ecto 
  Puppet*: 
  Directly 
  control 
  an 
  astral 
  construct. 
  Enthrall: Captivates all within 100 ft. + 10 ft. 
  /level.  
  Hideous Laughter: Subject loses actions for 
  1d3 rounds.  
  Hold Animal: Hold one animal helpless; 1 
  round/level.  
  Hold Person: Holds one person helpless for 1 
  round/level.  
  Hypnotic Pattern: Fascinates 2d4+1 HD/level 
  of creatures.  
  Sound Burst: Deals 1d8 sonic damage to 
  subjects; may stun them.  
  Suggestion: Compels subject to follow stated 
  course of action. 
  Level 3 
  Bestow Curse: -6 to an ability score; -4 on 
  attacks, saves, and checks; or 50% chance of 
  losing each action.  
  Charm Monster: Makes monster believe it is the 
  caster’s ally.  
  Cone of Sound*: Sonic energy deals 5d4 sonic 
  damage. 
  Confusion: Makes subject behave oddly for 1 
  round/level.  
  Crisis 
  of 
  Breath*: 
  Disrupt 
  the 
  subject’s 
  breathing. 
  Dominate Animal: Subject animal obeys silent 
  mental commands.  
  Emotion: Arouses strong emotion in subject.  
  Fate Link*: Link the fates of two targets. 
  Halt 
  Undead: 
  Immobilizes 
  undead 
  for 
  1 
  round/level.  
  Lesser Geas: Commands subject of 7 HD or 
  less.  
  Mindlink*: Have a mental bond with others.  
  Prayer: Allies gain +1 on most rolls, and 
  enemies suffer -1. 
  Level 4 
  Dominate 
  Person: 
  Controls 
  humanoid 
  telepathically.  
  Farore’s 
  Shout: 
  Damages 
  and 
  deafens 
  creatures. 
  Fatal Attraction*: Implants death urge in 
  subject. 
  Forced Mindlink*: Creates mental bond with 
  unwilling subject. 
  Hold Monster: As hold person, but any creature.  
  Imbue with Spirit Aspect: Transfer Spirit 
  Aspect feat, spells and magic points to subject. 
  Restoration: Restores level and ability score 
  drains.  
  Shout: Deafens all within cone and deals 2d6 
  damage.  
  Spirit Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Spirit pool of subject. 
  Level 5 
  Atonement: Removes burden of misdeeds from 
  subject.  
  Greater Command: As command, but affects 
  one subject/level.  
  
   
   
  106
  Greater Domination*: Subject obeys caster’s 
  will. 
  Light 
  Immunity 
  [C]: 
  Renders 
  the 
  target 
  immune to light magic. 
  Magic Jar: Enables possession of another 
  creature. 
  Metaconcert*: Mental concert of two or more 
  casters 
  increases 
  the 
  total 
  power 
  of 
  the 
  participants. 
  Mind Fog: Subjects in fog get -10 Wis, Will 
  checks. 
  Psychic Vampire*: Touch attack drains 2 magic 
  points/level from foe, which caster gains.   
  Raise Dead: Restores life to subject who died up 
  to 1 day/level ago.  
  Shadow Immunity [C]: Renders the target 
  immune to shadow magic. 
  Spirit Permanency: Makes certain spirit spells 
  permanent; costs XP. 
  Level 6 
  Animate Objects: Objects attack the caster’s 
  foes.  
  Farore’s Transformation: The caster gains 
  combat bonuses.  
  Geas/Quest: As lesser geas, plus it affects any 
  creature.  
  Mass Suggestion: As suggestion, plus one/level 
  subjects.  
  Mind Switch*: Switch minds with another. 
  Spirit Contingency: Sets trigger condition for 
  another spirit spell. 
  Spiritstaff: Stores one spirit spell in wooden 
  quarterstaff. 
  Suspend Life*: Caster’s life functions slow to 
  imperceptibility.  
  Level 7 
  Divert 
  Teleport*: 
  Choose 
  destination 
  for 
  another’s teleport. 
  Farore’s Command: Kills, paralyzes, weakens, 
  or dazes subjects. 
  Insanity: Subject suffers continuous confusion.  
  Mass Domination*: Many targets subject to 
  caster’s will. 
  Resurrection: Fully restore dead subject.  
  Spirit Magic: Alters reality-within spell limits. 
  Word of Din: Kills, confuses, stuns, or deafens 
  subjects.  
  Level 8 
  Antipathy: Object or location affected by spell 
  repels certain creatures.  
  Binding: Array of techniques to imprison a 
  creature.  
  Demand: As sending, plus the caster can send 
  suggestion.  
  Dream Travel*: Travel to other places through 
  dreams. 
  Farore’s Aura: +4 def, +4 resistance, and SR 
  25 against light and shadow spells. 
  Irresistible Dance: Forces subject to dance.  
  Mass Charm: As charm monster, but all within 
  30 ft.  
  Mind Seed*: Subject slowly becomes the caster. 
  Mind Store*: Store the caster’s personality 
  against future need. 
  Sympathy: Object or location attracts certain 
  creatures.  
  Trap the Soul: Imprisons subject within gem. 
  True Domination*: Dominated subjects less 
  likely to defy the caster’s will. 
  Level 9 
  Affinity Field*: Effects that affect caster also 
  affect others. 
  Apopsi*: Delete the spell knowledge of another. 
  Astral Projection: Projects the caster and 
  companions into Astral Plane.  
  Confidante*: Caster and another share a 
  permanent mental bond. 
  Dominate Monster: As dominate person, but 
  any creature. 
  Microcosm*: Subject explores imaginary world 
  at the expense of the real one. 
  Spirit Power: As spirit magic, but with fewer 
  limits. 
  Thrall*: Subject is caster’s slave forever.  
  True 
  Resurrection: 
  As 
  resurrection, 
  plus 
  remains are not needed. 
  Water Aspect 
  Level 0 
  Create Water: Creates 2 gallons/level of pure 
  water.  
  Float*: Buoys a subject in water or other liquid. 
  Lesser Natural Armor*: Gain 1/- natural DR 
  bonus. 
  Open/Close: Opens or closes small or light 
  things.  
  Prestidigitation [M]: Performs minor tricks. 
  Ray of Frost: Ray deals 1d3 cold damage.  
  Resistance: Subject gains +1 on saving throws. 
  Level 1 
  Alarm: Wards an area for 2 hours/level.  
  Bless Water: Makes holy water.  
  Chill Touch: 1 touch/level deals 1d6 damage 
  and possibly 1 Str damage.  
  Endure Elements: Ignores 5 damage/round 
  from one energy type.  
  Grease: Makes 10-ft. square or one object 
  slippery.  
  Hold Portal: Holds door shut.  
  Mage Armor: Gives subject 2/- armor DR 
  bonus.  
  Obscuring Mist: Fog surrounds the caster.  
  Protection: +2 def and saves, counter mind 
  control, hedge out elementals and outsiders. 
  Sanctuary: Opponents cannot attack the caster, 
  and the caster cannot attack.  
  Shield of Faith: Aura grants +2 or higher 
  deflection bonus. 
  Shield: Invisible disc gives cover and blocks 
  magic missiles. 
  
   
   
  107
  Skate*: Subject slides (skillfully) along ground 
  as if on ice. 
  Steadfast Gaze*: Gaze attacks hold no terror 
  for the caster.  
  Water Blast: 1d6 cold damage and partially 
  slows enemies. 
  Level 2 
  Arcane Lock: Magically locks a portal or chest.  
  Body Equilibrium*: Walk on nonsolid surfaces. 
  Chill Metal: Cold metal damages those who 
  touch it.  
  Ectoplasmic Cocoon*: Encapsulate a foe so it 
  can’t move. 
  Gentle Repose: Preserves one corpse.  
  Protection from Arrows: Subject immune to 
  most ranged attacks. 
  Resist Elements: Ignores first 12 damage from 
  one energy type each round.  
  Shield Other: The caster takes half of subject's 
  damage.  
  Snare: Creates a magical booby trap.  
  Wind Wall: Deflects arrows, smaller creatures, 
  and gases.  
  Level 3 
  Dispel Magic: Cancels magical spells and 
  effects.  
  Ectoplasmic Form*: Amorphous form is hard to 
  hurt. 
  Gaseous Form: Subject becomes insubstantial 
  and can fly slowly.  
  Glyph of Warding: Inscription harms those who 
  pass it.  
  Magic Circle: As protection, but 10-ft. radius 
  and 10 min. /level. 
  Magic Vestment: Armor or shield gains +1 
  enhancement DR bonus / three levels.  
  Negative Energy Protection: Subject resists 
  level and ability drains.  
  Protection 
  from 
  Elements: 
  Absorb 
  12 
  damage/level from one kind of energy.  
  Sepia Snake Sigil: Creates text symbol that 
  immobilizes reader.  
  Sleet Storm: Hampers vision and movement.  
  Slow: One subject/level takes only partial 
  actions, -2 def, and -2 melee rolls.  
  Stinking 
  Cloud: 
  Nauseating 
  vapors, 
  1 
  round/level.  
  Tiny Hut: Creates shelter for 10 creatures. 
  Water 
  Breathing: 
  Subjects 
  can 
  breathe 
  underwater.  
  Water Walk: Subject treads on water as if solid. 
  Level 4 
  Antiplant Shell: Keeps animated plants at bay.  
  Break 
  Enchantment: 
  Frees 
  subjects 
  from 
  enchantments, 
  alterations, 
  curses, 
  and 
  petrification.  
  Chill Shield: Creatures attacking the caster take 
  cold damage; the caster is protected from fire. 
  Control Water: Raise or lower bodies of water.  
  Death Ward: Grants immunity to death spells 
  and effects.  
  Dimensional Anchor: Bars extradimensional 
  movement.  
  Dismissal: Forces a creature to return to native 
  plane.  
  Ice Storm: Hail deals 5d6 damage in cylinder 40 
  ft. across. 
  Imbue with Water Aspect: Transfer Water 
  Aspect feat, spells and magic points to subject. 
  Inertial 
  Barrier*: 
  Subject 
  gains 
  damage 
  reduction 10/+5. 
  Minor Globe of Invulnerability: Stops 1st- 
  through 3rd-level spell effects. 
  Natural Armor*: Gain a 4/- natural DR bonus. 
  Nayru’s Wrath: Damages and dazes creatures.  
  Quench: Extinguishes nonmagical fires or one 
  magic item.  
  Quintessence*: Collapse a bit of time into a 
  physical substance. 
  Repel Vermin: Insects stay 10 ft. away.  
  Resilient Sphere: Force globe protects but traps 
  one subject.  
  Secure Shelter: Creates sturdy cottage.  
  Solid Fog: Blocks vision and slows movement.  
  Spell Immunity: Subject is immune to one 
  spell/four levels.  
  Stoneskin: 
  Stops 
  blows, 
  cuts, 
  stabs, 
  and 
  slashes. 
  Wall of Ectoplasm*: Create a protective 
  barrier. 
  Wall of Ice: Ice plane creates wall with 15 hp 
  +3/level, or hemisphere can trap creatures 
  inside. 
  Water Mnemonic Enhancer: +4 magic point 
  enhancement bonus to Water pool of subject. 
  Level 5 
  Adapt Body*: Adapt caster’s body to hostile 
  environments. 
  Catapsi*: Magical static is a drag on spell 
  casting. 
  Cloudkill: Kills 3 HD or less; 4-6 HD save or die. 
  Cone of Cold: 1d6 cold damage/level.  
  Ectoplasmic Armor*: Subject gains an 8/- DR 
  bonus. 
  Energy Barrier*: Convert energy attacks to 
  harmless light.   
  Fire Immunity [C]: Renders the target immune 
  to Fire magic. 
  Forest Immunity [C]: Renders the target 
  immune to Forest magic. 
  Greater Dispelling: As dispel magic, but +20 on 
  check.  
  Lesser Planar Binding: Traps outsider until it 
  performs a task. 
  Mark of Justice: Designates action that will 
  trigger curse on subject.  
  Nayru’s Interposing Hand: Hand provides 
  90% cover against one opponent. 
  Spell Resistance: Subject gains +12 +1/level 
  SR.  
  
   
   
  108
  Wall of Iron: 30 hp/four levels; can topple onto 
  foes.  
  Wall of Stone: Creates a stone wall that can be 
  shaped. 
  Water Permanency: Makes certain Water spells 
  permanent; costs XP. 
  Level 6 
  Acid Fog: Fog deals acid damage.  
  Antilife Shell: 10-ft. field hedges out living 
  creatures.  
  Antimagic Field: Negates magic within 10 ft.  
  Banishment: Banishes 2 HD/level extraplanar 
  creatures.  
  Forbiddance: Denies area to creatures of 
  another Focus.  
  Freezing Sphere: Freezes water or deals cold 
  damage. 
  Globe of Invulnerability: As minor globe, plus 
  4th level. 
  Greater Glyph of Warding: As glyph of 
  warding, but up to 10d8 damage or 6th level 
  spell.  
  Guards and Wards: Array of magic effects 
  protects the area. 
  Nayru’s Forceful Hand: Hand pushes creatures 
  away. 
  Null Magic Field*: Negates magic within 10 ft.  
  Planar Binding: As lesser planar binding, but up 
  to 16 HD.  
  Repel Wood: Pushes away wooden objects.  
  Repulsion: 
  Creatures 
  cannot 
  approach 
  the 
  caster.  
  Water Contingency: Sets trigger condition for 
  another Water spell. 
  Waterstaff: Stores one Water spell in wooden 
  quarterstaff.  
  Wind Walk: The caster and the caster’s allies 
  turn vaporous and travel fast. 
  Level 7 
  Energy Conversion*: Convert energy attacks to 
  one ray energy attack of caster’s own. 
  Forcecage: Cube of force imprisons all inside.  
  Magnificent 
  Mansion: 
  Door 
  leads 
  to 
  extradimensional mansion. 
  Mass Cocoon*: Encapsulate foes so they cannot 
  move. 
  Nayru’s Dictum: Kills, paralyzes, weakens, or 
  dazes subjects.  
  Nayru’s Grasping Hand: Hand provides cover, 
  pushes, or grapples.  
  Refuge: Alters item to transport its possessor to 
  the caster.  
  Spell Turning: Reflect 1d4+6 spell levels back 
  at caster.  
  Statue: Subject can become a statue at will. 
  Water Magic: Alters reality-within spell limits. 
  Level 8 
  Greater Planar Binding: As lesser planar 
  binding, but up to 24 HD. 
  Mind 
  Blank: 
  Subject 
  is 
  immune 
  to 
  mental/emotional magic and scrying.  
  Protection from Spells: Confers +8 resistance 
  bonus.  
  Repel Metal or Stone: Pushes away metal and 
  stone.  
  Shield of Nayru: +4 def, +4 resistance, and SR 
  25 against Fire and Forest spells.  
  Symbol: Triggered runes have array of effects.  
  Telekinetic Sphere: As resilient sphere, but the 
  caster moves sphere telekinetically. 
  Level 9 
  Disjunction: Dispels magic, disenchants magic 
  items.  
  Imprisonment: Entombs subject beneath the 
  earth.  
  Soul Bind: Traps newly dead soul to prevent 
  resurrection.  
  Temporal Stasis: Puts subject into suspended 
  animation.  
  Time Stop: The caster acts freely for 1d4+1 
  rounds.  
  Water Elemental Swarm: Summons multiple 
  water elementals. 
  Water Power: As water magic, but with fewer 
  limits. 
  Spell Information 
  Spell Revisions 
  The following spells have been revised from their 
  descriptions given in the Player’s Handbook, and 
  these revisions are noted below. All other spells 
  are 
  treated 
  as 
  their 
  Player’s 
  Handbook 
  description. 
  Animate Dead: This is not an evil spell. 
  Barkskin: This spell grants the target a 1/- 
  natural Damage Reduction bonus instead of an 
  AC bonus. This increases to 2/- at 6th level and 
  3/- at 12th level. 
  Bigby’s Clenched Fist: Renamed Din’s Clenched 
  Fist. See Interposing Hand. 
  Bigby’s 
  Crushing 
  Hand: 
  Renamed 
  Din’s 
  Crushing Hand. See Interposing Hand. 
  Bigby’s 
  Forceful 
  Hand: 
  Renamed 
  Nayru’s 
  Forceful Hand. See Interposing Hand. 
  Bigby’s Grasping Hand: Renamed Nayru’s 
  Grasping Hand. See Interposing Hand. 
  Bigby’s Interposing Hand: Renamed Nayru’s 
  Interposing hand. The hand has a Defense of 9, 
  and a Damage Reduction of 10/-. 
  Blasphemy: Blasphemy is not an evil spell, and 
  works against all creatures in the area of effect 
  regardless of focus. 
  Bless Water: Bless Water is not a good spell, 
  although the water created is still holy water and 
  considered blessed. 
  Bless Weapon: The weapon affected by this 
  spell applies all its effects on any attack, 
  regardless of the targets focus. 
  
   
   
  109
  Blindness / Deafness: Blindness / Deafness 
  has been split into two separate spells that 
  belong to the Light and the Spirit aspects. Each 
  version applies its effects as the specified type. 
  Chaos Hammer: Renamed Din’s Hammer. The 
  full effects of the spell apply to all creatures in 
  the area of effect, regardless of their focus.  
  Charm Person or Animal: Renamed Charm 
  Animal and only works against animals. 
  Cloak of Chaos: Renamed Cloak of Din. Grants 
  SR 25 against spells and effects from the Light or 
  Spirit Aspects instead of normal SR benefit. 
  Confusion effect works on all successful attackers 
  regardless of focus. 
  Contingency: Split into six different forms of 
  contingency spell, that allows a spell of the 
  specified Aspect to be automatically cast under 
  the stated conditions. 
  Create Greater Undead: This is not an evil 
  spell. 
  Create Undead: This is not an evil spell. 
  Death Knell: Death knell is not an evil spell. 
  Detect Chaos / Evil / Good / Law: This spell 
  has been removed. 
  Dictum: Renamed Nayru’s Dictum. The full 
  effects of the spell apply to all creatures 
  regardless of their focus. 
  Dispel Chaos / Evil / Good / Law: This spell 
  has been removed. 
  Divine Favor: Renamed Farore’s Favor. 
  Divine Power: Renamed Din’s Power. 
  Elemental Swarm: Split into four spells that 
  summon elementals of the specified elemental 
  type. 
  Emotion: Emotion (rage) grants a –1 penalty to 
  Defense. 
  Evard’s 
  Black 
  Tentacles: 
  Renamed 
  Black 
  Tentacles. 
  Fire Shield: Split into two forms (Fire Shield and 
  Chill Shield) that deal fire or cold damage to 
  successful melee attackers, and protects against 
  fire or cold damage. 
  Greater Magic Weapon: The weapon is not 
  considered blessed. 
  Hallow: This spell has been removed. 
  Holy Aura: This is not a good spell. Renamed 
  Nayru’s Aura. Grants SR 25 against spells and 
  effects from the Shadow and Spirit Aspects 
  instead of normal SR benefit. Blinding effect 
  works on all successful attackers regardless of 
  focus. 
  Holy Smite: This is not a good spell. Renamed 
  Nayru’s Smite. The full effects of the spell apply 
  to all creatures in the area of effect, regardless of 
  their focus. 
  Holy Sword: Renamed Nayru’s Staff. Emits a 
  magic circle effect instead of a magic circle 
  against evil.  
  Holy Word: This is not a good spell. Renamed 
  Nayru’s Word. The full effects of the spell apply 
  to all creatures in the area of effect, regardless of 
  their focus. 
  Imbue with Spell Ability: One variant for each 
  aspect. For the duration, grants the creature 
  access to the relevant aspect feat. Also grants 
  them access to a number of spells from that 
  aspect the caster knows depending upon the 
  recipient’s HD. Also transfers up to 25% of the 
  casters magic points from that aspect pool to the 
  recipient. These magic points are lost, even if the 
  recipient does not use it before the duration 
  ends. 
  Leomund’s Secret Chest: Renamed Secret 
  Chest. 
  Leomund’s Secure Shelter: Renamed Secure 
  Shelter. 
  Leomund’s Tiny Hut: Renamed Tiny Hut. 
  Leomund’s Trap: Renamed Illusionary Trap. 
  Limited Wish: Renamed Magic, with one variant 
  for each Aspect. Only allows the option to 
  duplicate spells, or undo of other spells. Allows 
  duplication of a sixth level or lower spell from the 
  specified aspect. Allows duplication of a fifth level 
  or lower spell if it is from an aspect not opposing 
  the specified aspect. Allows duplication of a 
  fourth level or lower spell if it is from an opposing 
  aspect. 
  Mage Armor: Grants a 4/- force bonus to the 
  target’s Damage Reduction. This bonus stacks 
  with other DR bonuses. 
  Magic Circle against Chaos / Evil / Good / 
  Law: Renamed Magic Circle, and provides its 
  effects against targets regardless of their focus. 
  Magic Vestment: Grants a 1/- enhancement 
  bonus per three caster levels to the Damage 
  Reduction of a piece of armor or class ability. 
  Magic Weapon: The weapon is not considered 
  blessed. 
  Melf’s Acid Arrow: Renamed Acid Arrow. 
  Miracle: This spell has been removed. 
  Mordenkainen’s 
  Disjunction: 
  Renamed 
  Disjunction. 
  Mordenkainen’s Lucubration: This spell has 
  been removed. 
  Mordenkainen’s 
  Magnificent 
  Mansion: 
  Renamed Magnificent Mansion. 
  Mordenkainen’s Sword: Renamed Din’s Sword. 
  Nightmare: This is not an evil spell. 
  Nystul’s Magic Aura: Renamed Magic Aura. 
  Nystul’s 
  Undetectable 
  Aura: 
  Renamed 
  Undetectable Aura. 
  Order’s Wrath: This is not a lawful spell. 
  Renamed Nayru’s Wrath. It deals is full effects to 
  all creatures within the area of effect regardless 
  of their focus. 
  Otiluke’s Freezing Sphere: Renamed Freezing 
  Sphere. 
  Otiluke’s Resilient Sphere: Renamed Resilient 
  Sphere. 
  Otiluke’s 
  Telekinetic 
  Sphere: 
  Renamed 
  Telekinetic Sphere. 
  
   
   
  110
  Otto’s Irresistible Dance: Renamed Irresistible 
  Dance. 
  Permanency: Split into six variants, one for 
  each aspect. Each variant allows the caster to 
  make spells of that aspect permanent. 
  Phantom Steed: Mount has a Defense bonus of 
  14 (-1 size, +5 dex) and 4/- DR (natural). 
  Prestidigitation: Multi-Aspect spell. 
  Protection from Chaos / Evil / Good / Law: 
  Renamed Protection. All effects of the spell affect 
  creatures regardless of their focus. 
  Rary’s 
  Mnemonic 
  Enhancer: 
  Renamed 
  Mnemonic Enhancer.  Six variants, with each 
  providing a +4 enhancement bonus to the 
  specified magic pool of the target, along with +4 
  magic points, that last for 24 hours. It does not 
  confer the Aspect feat to the target, or teach 
  them any spells. 
  Rary’s Telepathic Bond: Renamed Telepathic 
  Bond. 
  Righteous Might: Renamed Din’s Might. 
  Shield of Law: This is not a lawful spell. 
  Renamed Shield of Nayru. Grants SR 25 against 
  spells and effects from the Fire and Forest 
  aspects instead of normal SR benefit. Slow effect 
  works on all successful attackers regardless of 
  focus. 
  Spellstaff: Six variants, one for each aspect. 
  Allows one spell of the specific aspect to be 
  stored in a staff. 
  Spiritual Weapon: Renamed Din’s Weapon. 
  Summon Monster I – IX: Can summon 
  creatures of any alignment, regardless of the 
  caster’s focus. 
  Tasha’s Hideous Laughter: Renamed Hideous 
  Laughter. 
  Tenser’s Floating Disk: Renamed Floating Disk. 
  Tenser’s Transformation: Renamed Farore’s 
  Transformation. 
  Undetectable Alignment: This spell has been 
  removed. 
  Unhallow: This spell has been removed. 
  Unholy Aura: This is not en evil spell. Renamed 
  Din’s Aura. Grants SR 25 against spells and 
  effects from the Forest and Water aspects 
  instead of normal SR benefit. Strength Damage 
  works on all successful attackers regardless of 
  focus. 
  Unholy Blight: Renamed Din’s Blight. The full 
  effects of the spell apply to all creatures in the 
  area of effect, regardless of their focus. 
  Vampiric Touch: Renamed ReDead Touch. 
  Wish: Renamed Power, with one variant for each 
  Aspect. Only allows the option to duplicate spells, 
  or undo of other spells. Allows duplication of an 
  eighth level or lower spell from the specified 
  aspect. Allows duplication of a seventh level or 
  lower spell if it is from an aspect not opposing 
  the specified aspect. Allows duplication of a sixth 
  level or lower spell if it is from an opposing 
  aspect. 
  Also 
  allows 
  an 
  additional 
  option 
  depending upon the Aspect. Fire: Grant a 
  creature a +1 inherent bonus to an ability score; 
  Forest: Remove Injuries and Afflictions; Light: 
  Create a valuable item; Shadow: Transport 
  Travelers; Spirit: Revive the Dead; Water: Undo 
  misfortune. Only access to the Tri-Force allows 
  for the request for greater effects. 
  Word of Chaos: This is not a good spell. 
  Renamed Word of Din. The full effects of the spell 
  apply to all creatures in the area of effect, 
  regardless of their focus. 
  Power Revisions 
  Astral 
  Projection: 
  Same 
  as 
  the 
  Player’s 
  Handbook spell. 
  Astral Steed: Same as the Player’s Handbook 
  spell, phantom steed. 
  Augury: Same as Player’s Handbook spell. 
  Aura Alteration: Split into two powers, called 
  Aura 
  Deception 
  and 
  Aura 
  Cleansing. 
  Aura 
  Deception allows the subject’s focus or level to 
  be changed. Aura Cleansing attempts to remove 
  all charms and compulsions from the subject. 
  Banishment: Same as Player’s Handbook spell. 
  Bite of the Wolf: Renamed Bite of the Dodongo. 
  Bite of the Tiger: Renamed Bite of the Slime 
  Eel. 
  Call 
  Weaponry: 
  Broken 
  down 
  into 
  seven 
  different spells that call specific levels of 
  weaponry, for a magic points cost appropriate to 
  the level. 
  Charm Monster: Same as Player’s Handbook 
  spell. 
  Charm Person: Same as Player’s Handbook 
  spell. 
  Clairaudience/Clairvoyance: Same as Player’s 
  Handbook spell. 
  Clairtangency: Allows use of the mage hand 
  spell at any range. 
  Claw of the Bear: Renamed Claw of the Wolfos. 
  Claw of the Vampire: Renamed Claws of the 
  ReDead. 
  Compression: Same as Player’s Handbook spell, 
  reduce. 
  Contingency: Same as the Player’s Handbook 
  spell. See the spell revisions above for more 
  details. 
  Control Sound: Same as Player’s Handbook 
  spell, sculpt sound. 
  Create Food and Water: Same as the Player’s 
  Handbook spell. 
  Create Sound: Same as the Player’s Handbook 
  spell, ghost sound. 
  Darkvision: Same as Player’s Handbook spell. 
  Daze: Same as the Player’s Handbook spell. 
  Detect Poison: Same as Player’s Handbook 
  spell. 
  Detect Psionics: Same as Player’s Handbook 
  spell, detect magic. 
  Detect Remote Viewing: Same as the Player’s 
  Handbook spell, detect scrying. 
  
   
   
  111
  Detect Thoughts: Same a Player’s Handbook 
  spell. 
  Dimension Door: Same as Player’s Handbook 
  spell. 
  Dimensional Anchor: Same as the Player’s 
  Handbook spell. 
  Disintegrate: Same as the Player’s Handbook 
  spell. 
  Dismissal: Same as the Player’s Handbook spell. 
  Displacement: Same as Player’s Handbook 
  spell. 
  Divination: Same as Player’s Handbook spell. 
  Domination: Same as Player’s Handbook spell, 
  dominate person. 
  Ectoplasmic Armor: Subject gains an 8/- DR 
  bonus instead of the defense bonus. 
  Ectoplasmic 
  Form: 
  Subject 
  loses 
  all 
  DR 
  bonuses with a dash after the slash (in the form 
  #/-), and gains DR 20/+1. All bonuses to 
  defense still apply. 
  Elfsight: Renamed Kokiri Sight. 
  Emulate 
  Power: 
  Same 
  as 
  the 
  Player’s 
  Handbook spell, limited wish. See the spell 
  revisions above for more details. 
  Ethereal Jaunt: Same as Player’s Handbook 
  spell. 
  Etherealness: Same as Player’s Handbook spell. 
  Fabricate: Same as the Player’s Handbook spell. 
  Far Hand: Same as Player’s Handbook spell, 
  mage hand. 
  Feather Fall: Same as the Player’s Handbook 
  spell. 
  Fly: Same as the Player’s Handbook spell. 
  Foresight: Same as Player’s Handbook spell. 
  Freedom of Movement: Same as the Player’s 
  Handbook spell. 
  Grease: Same as Player’s Handbook spell. 
  Greater Emulation: Same as the Player’s 
  Handbook spell, wish. See the spell revisions 
  above for more details. 
  Identify: Same as Player’s Handbook spell. 
  Incarnate: Same as the Player’s Handbook 
  spell, permanency. See the spell revisions above 
  for more details. 
  Insanity: Same as the Player’s Handbook spell. 
  Invisibility: Same as Player’s Handbook spell. 
  Invisibility Purge: Same as Player’s Handbook 
  spell. 
  Iron Body: Same as the Player’s Handbook 
  spell. 
  Know Direction: Same as Player’s Handbook 
  spell. 
  Lesser Domination: This power has been 
  removed. 
  Lesser Metaphysical Weapon: This power has 
  been removed. 
  Lesser Natural Armor: Subject gains 1/- DR 
  instead of the defense bonus. 
  Levitate: Same as Player’s Handbook spell. 
  Major Creation: Same as the Player’s Handbook 
  spell. 
  Mass 
  Suggestion: 
  Same 
  as 
  the 
  Player’s 
  Handbook spell. 
  Minor Creation: Same as the Player’s Handbook 
  spell. 
  Monster Domination: Same as the Player’s 
  Handbook spell, dominate monster. 
  Natural Armor: Subject gains 4/- DR instead of 
  the defense bonus. 
  Negate Psionics: Same as Player’s Handbook 
  spell, dispel magic. 
  Nondetection: Same as the Player’s Handbook 
  spell. 
  Null Psionics Field: Same as the Player’s 
  Handbook spell, antimagic field. 
  Phase Door: Same as Player’s Handbook spell. 
  Plane Shift: Same as Player’s Handbook spell. 
  Polymorph Self: Same as Player’s Handbook 
  spell. 
  Power Resistance: Same as the Player’s 
  Handbook spell, spell resistance. 
  Power Turning: Same as the Player’s Handbook 
  spell, spell turning. 
  Psionic Lock: Same as Player’s Handbook spell, 
  arcane lock. 
  Psychic Chigurgery: You may remove all 
  ongoing effects due to magical spells or effects. 
  It can also restore any aspect of the character 
  apart from lost levels, hit points, or Constitution 
  damage due to death. You can also transfer 
  knowledge of any spell you know, from any 
  Aspect you know. You may also reassign the 
  subject’s magic points, putting them into other 
  Aspects 
  they 
  know. 
  You 
  can 
  also 
  impart 
  knowledge of Aspects you know. Reassigning 
  magic points costs 50 XP per point reassigned. It 
  costs 5000 XP to impart knowledge of an Aspect 
  you know. 
  Psychofeedback: Renamed Power Feedback. 
  Caster uses magic points instead of power points, 
  and can use magic points of any Aspect. Each 
  physical ability may only be boosted by magic 
  points from a single Aspect at a time. 
  Remote 
  Viewing: 
  Same 
  as 
  the 
  Player’s 
  Handbook spell, scrying. 
  Remote View Trap: Renamed Scrying Trap. 
  See Invisibility: Same as Player’s Handbook 
  spell. 
  Sending: Same as Player’s Handbook spell. 
  Sense Psionics: Renamed Sense Magic. Detect 
  all spells and effects within range. 
  Sense 
  Psychoportation: 
  Renamed 
  Sense 
  Teleportation. Allows the caster to see all effects 
  from the Transmutation [Teleportation] school. 
  Sequester: Same as Player’s Handbook spell. 
  Shapechange: Same as Player’s Handbook 
  spell. 
  Spider Climb: Same as the Player’s Handbook 
  spell. 
  Suggestion: Same as Player’s Handbook spell. 
  Telekinetic Sphere: Same as the Player’s 
  Handbook spell, Ottiluke’s telekinetic sphere. 
  
   
   
  112
  Teleport Without Error: Same as Player’s 
  Handbook spell. 
  Teleportation 
  Circle: 
  Same 
  as 
  Player’s 
  Handbook spell. 
  True Seeing: Same as Player’s Handbook spell. 
  Valor: 
  Same 
  as 
  Player’s 
  Handbook 
  spell, 
  resistance. 
  Verve: Same as Player’s Handbook spell, virtue. 
  New Spells 
  Farore’s Aura 
  Abjuration 
  Aspects: Spirit 
  Level: Wizz 8 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: 20 ft. 
  Targets: Once creature / level in a 20 ft radius 
  burst centered on you. 
  Duration: 1 round / level (D) 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless) 
  Magic points Cost: 15 
  An awesome radiance surrounds the subject, 
  protecting them from attacks, granting them 
  resistance to spells from the light and shadow 
  aspects, and deafening creatures when they 
  strike the subject. This abjuration has four 
  effects: 
  First, warded creatures gain a +4 deflection 
  bonus to Defense and a +4 resistance bonus to 
  saves. Like protection this benefit applies against 
  all attacks regardless of the attacker’s focus. 
  Second, the warded creatures gain SR 25 against 
  Shadow and Light spells or effects. 
  Third, the abjuration blocks possession and 
  mental influence, just as protection does. 
  Lastly, if a creature succeeds at a melee attack 
  against a warded creature, the offending attacker 
  is deafened (Fortitude save negates, as deafness, 
  but against Farore’s aura’s save DC). 
  Focus: A tiny reliquary containing some sacred 
  relic, such as a scrap of cloth from a saint’s robe 
  or a piece of parchment from a holy text. The 
  reliquary costs at least 500 gp. 
  Farore’s Command 
  Evocation 
  Aspects: Spirit 
  Level: Wizz 7 
  Components: V 
  Casting Time: 1 action 
  Range: 30 ft. 
  Area: Creatures in a 30 ft. radius spread 
  centered on you. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  Magic points Cost: 13 
  Uttering Farore’s command has two effects. 
  If you are on your home plane, the spell instantly 
  banishes extraplanar creatures within the area 
  back to their home planes. Creatures so banished 
  cannot return for at least 1 day. This effect takes 
  place regardless of whether the creatures hear 
  Farore’s command. 
  Creatures native to your plane who hear Farore’s 
  command suffer the following ill effects: 
  12 HD or more: Deafened; Less than 12: 
  Dominated, deafened; Less than 8: Paralyzed, 
  dominated, deafened; Less then 4: Killed, 
  paralyzed, dominated, deafened. 
  The effects are cumulative. 
  Deafened: 
  The 
  creature 
  is 
  deafened (see 
  deafness) for 2d4 rounds. 
  Dominated: The creature is dominated (see 
  dominate person) for 2d4 rounds. 
  Paralyzed: The creature is paralyzed and 
  helpless for 1d10 minutes, unable to move or act 
  in any way. 
  Killed: Living creatures die. Undead creatures 
  are destroyed. 
  Farore’s Fury 
  Evocation 
  Aspects: Forest 
  Level: Wizz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Area: 20 ft. radius burst. 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 7 
  You draw down the power of Farore to smite your 
  enemies. 
  The spell deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to creatures, and 
  poisons them with an onset time of 1 turn. A 
  successful reflex saving throw reduces damage to 
  half and negates the poisoning effect. 
  Poisoned characters must make two fortitude 
  saves, each a minute apart, to avoid taking initial 
  and secondary damage of 1d3 con. 
  Farore’s Protection 
  Abjuration 
  Aspects: Forest 
  Level: Wizz 8 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: 20 ft. 
  Targets: One creature / level in a 20 ft radius 
  burst centered on you. 
  Duration: 1 round / level (D) 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless) 
  Magic points Cost: 15 
  An awesome radiance surrounds the subject, 
  protecting them from attacks, granting them 
  resistance to spells from the fire and water 
  
   
   
  113
  aspects, and poisoning creatures when they 
  strike the subject. This abjuration has four 
  effects: 
  First, warded creatures gain a +4 deflection 
  bonus to defense and a +4 resistance bonus to 
  saves. Like protection this benefit applies against 
  all attacks regardless of the attacker’s focus. 
  Second, the warded creatures gain SR 25 against 
  fire and water spells or effects. 
  Third, the abjuration blocks possession and 
  mental influence, just as protection does. 
  Lastly, if a creature succeeds at a melee attack 
  against a warded creature, the offending attacker 
  is poisoned. Poisoned characters must make two 
  fortitude saves, each a minute apart, to avoid 
  taking initial and secondary damage of 1d3 con. 
  Material Component: A deku seed bathed in 
  spiced oils.  The cost for these components is 
  500 rupees. 
  Farore’s Shout 
  Evocation 
  Aspects: Spirit 
  Level: Wizz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Area: 20 ft. radius burst. 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 7 
  You draw down the power of Farore to smite your 
  enemies. 
  The spell deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to creatures, and 
  deafens them for 1 round. A successful Reflex 
  saving throw reduces damage to half and 
  negates the deafening effect. 
  A deaf character, in addition to the obvious 
  effects, suffers a –4 penalty to initiative and a 
  20% chance to miscast and lose any spell with a 
  verbal (V) component that they try to cast. 
  Farore’s Whisper 
  Evocation 
  Aspects: Forest 
  Level: Wizz 7 
  Components: V 
  Casting Time: 1 action 
  Range: 30 ft. 
  Area: Creatures in a 30 ft. radius spread 
  centered on you. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  Magic points Cost: 13 
  Uttering Farore’s Whisper has two effects. 
  If you are on your home plane, the spell instantly 
  banishes extraplanar creatures within the area 
  back to their home planes. Creatures so banished 
  cannot return for at least 1 day. This effect takes 
  place regardless of whether the creatures hear 
  Farore’s whisper. 
  Creatures native to your plane who hear Farore’s 
  whisper suffer the following ill effects: 
  12 HD or more: Deafened; Less than 12: 
  Poisoned, deafened; Less than 8: Paralyzed, 
  poisoned, deafened; Less then 4: Killed.  
  The effects are cumulative. 
  Deafened: 
  The 
  creature 
  is 
  deafened (see 
  deafness) for 2d4 rounds. 
  Poisoned: Poisoned characters must make two 
  fortitude saves, each a minute apart, to avoid 
  taking initial and secondary damage of 1d3 Con. 
  Paralyzed: The creature is paralyzed and 
  helpless for 1d10 minutes, unable to move or act 
  in any way. 
  Killed: Living creatures die. Undead creatures 
  are destroyed. 
  Fire Blast 
  Evocation [Fire] 
  Aspect: Fire 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell unleashes a small blast of raw Fire 
  magic from the caster’s hands. It deals 1d8 fire 
  damage to all creatures within the area of effect. 
  Anyone taking damage must also make a second 
  Reflex save or catch on fire, suffering a further 
  1d6 damage each round until a successful Reflex 
  save is made, or the character is doused in 
  water. 
  Fire Immunity 
  Abjuration 
  Aspects: Forest, Water [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Forest and 
  Water pools. 
  The warded creature becomes immune to all Fire 
  magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Fire magic 
  points. 
  Forest Blast 
  Evocation [Acid] 
  
   
   
  114
  Aspect: Forest 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell unleashes a small blast of pure Forest 
  magic from the caster’s hand. It appears as a 
  stream of green sap-like liquid that deals 1d6 
  acid damage to all creatures within the area of 
  effect. Anyone taking damage must also make a 
  successful Reflex save or become poisoned, with 
  an onset time of 1 turn. Poisoned characters 
  must make two Fortitude saves, each a minute 
  apart, to avoid taking initial and secondary 
  damage of 1d3 Con. 
  Forest Immunity 
  Abjuration 
  Aspects: Fire, Water [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Fire and Water 
  pools. 
  The warded creature becomes immune to all 
  Forest magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Forest magic 
  points. 
  Light Blast 
  Evocation [Electrical] 
  Aspect: Light 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell unleashes a bright blast of pure Light 
  magic from the casters hand. It deals 1d6 
  electrical damage to all creatures within the area 
  of effect. Anyone taking damage must also make 
  a successful Fortitude save or be blinded for 
  1d3+1 rounds. 
  Light Immunity 
  Abjuration 
  Aspects: Shadow, Spirit [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Shadow and 
  Spirit pools. 
  The warded creature becomes immune to all 
  Light magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Light magic 
  points. 
  Shadow Blast 
  Evocation [Force] 
  Aspect: Shadow 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell unleashes a black blast of Shadow 
  magic from the caster’s hand, dealing 1d4 
  damage to all creatures within the area of effect. 
  Anyone taking the damage must also make a 
  successful Will save, or become stunned for 
  1d3+1 rounds. 
  Shadow Immunity 
  Abjuration 
  Aspects: Light, Spirit [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Light and Spirit 
  pools. 
  The warded creature becomes immune to all 
  Shadow magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Shadow magic 
  points. 
  
   
   
  115
  Spirit Blast 
  Evocation [Sonic] 
  Aspect: Spirit 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell creates a cone of clear Spirit magic 
  that causes 1d6 sonic damage to everyone within 
  the area of effect. Anyone taking damage must 
  make a successful Will save or become deafened 
  for 1d3+1 rounds. 
  Spirit Immunity 
  Abjuration 
  Aspects: Light, Shadow [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Light and 
  Shadow pools. 
  The warded creature becomes immune to all 
  Spirit magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Spirit magic 
  points. 
  Water Blast 
  Evocation [Cold] 
  Aspect: Water 
  Level: Wizz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Area: Cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Magic points Cost: 1 
  This spell unleashes a small blast of freezing 
  Water magic, which deals 1d6 cold damage to all 
  creatures with the area of effect. Anyone taking 
  damage must make a Reflex save or become 
  partially slowed, and only able to take move or 
  attack (not both or full attack) actions each 
  round for 1d3+1 rounds. 
  Water Immunity 
  Abjuration 
  Aspects: Fire, Forest [C] 
  Level: Wizz 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft. / 2 Levels). 
  Target: One creature. 
  Duration: 1 minute / level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Magic points Cost: 5 from both Fire and Forest 
  pools. 
  The warded creature becomes immune to all 
  Water magic spells and effects for the duration, 
  regardless of whether they are harmful or 
  beneficial. This includes all spells, spell-like 
  abilities, or spell like effects from magic items, 
  that includes the expenditure of Water magic 
  points.  
  
   
   
  116
   Chapter 8 Ranks of Prestige  
  As a hero gains experience and advances in their 
  training, they will find that their options increase, 
  as they build upon the foundations of learning 
  they already have and expand them in new 
  directions. They could discover new ways to 
  apply magic and shape their spellcasting abilities, 
  either by dedicating themselves to a single 
  Aspect, or by learning how all the Aspects 
  interact together. They could expand their 
  combat prowess, learning how to defend others 
  better, or how to become a master with their 
  chosen weapon. They could begin focusing of 
  racial talents, and working those in with the rest 
  of their training. 
  Regardless of how they intend to do it, there 
  comes 
  a 
  time 
  when 
  the 
  character 
  gains 
  recognition for his unique abilities, above and 
  beyond those of his peers. When they cease to 
  be a mere warrior, but become an armsmaster, 
  or they become known as an artificer, instead of 
  your common artisan. It is a point when the 
  character earns prestige from his skills and gains 
  the right to start training in the ranks of prestige 
  classes, gaining access to better powers and 
  abilities, and the support of several possible 
  organizations and the enmity of others. There is 
  nothing forcing a character to pursue these 
  alternate paths. Indeed, just as many choose not 
  to, either delaying the point at which they start 
  to train in a prestige class, or simply focusing in 
  another direction. 
  Prestige Classes, Multiclassing, 
  and Advancement 
  Prestige classes are treated like any other classes 
  in the game, with the exception that a player 
  may only take a level in a prestige class if they 
  meet the requirements to do so. All the prestige 
  classes presented here are shown exactly like 
  those in Chapter 4: Mantle of the Hero. 
  Characters are not forced to take levels in 
  prestige classes, and may choose to take levels 
  in core classes instead of taking a level in a 
  prestige class. As long as the character meets 
  the requirements of a prestige class, they may 
  choose to take a level in the prestige class at any 
  time they gain a new level, as long as they still 
  meet the requirement of the prestige class at 
  that time.  Thus, if a character has just fulfilled 
  the requirements for taking the Soldier prestige 
  class at 6th level, he must gain a new level 
  before taking his first level in the Soldier prestige 
  class at 8th level. 
  If a prestige class has an Aspect requirement, 
  then it refers only to the six active Aspect pools.  
  Magic points in the latent pool are not counted 
  for magic points requirements unless specifically 
  stated. 
  Arcanist 
  Arcanists are the epitome of spell casters, 
  bending all the restrictions placed upon them by 
  the Goddesses. They can shape spells out of any 
  type of power, using their own bodies to convert 
  Magic from one type to another. In times of 
  need, they can even use energy from their own 
  bodies to power spells. 
  Wizzrobes are the only class able to become 
  arcanists, since they are the only class able to 
  use active magic. However, some arcanists are 
  multiclass 
  wizzrobe/academics 
  who 
  seek 
  to 
  understand magic, and inevitably control it 
  beyond the dreams of their peers. 
  Hit Die:  d4  
  Requirements 
  Knowledge (Tri-Force): 8 Ranks 
  Spellcraft: 8 Ranks 
  Feats: Three Cycle feats. 
  Aspects: Magic points allocated to all six 
  Aspects. 
  Class Skills 
  The arcanist’s class skills (and the key abilities 
  for each) are Concentration (Con), Craft (Int), 
  Decipher Script (Int), Knowledge (Any) (Int), 
  Profession (Wis), Scry (Int), Speak Language 
  (None), Spellcraft (Int), Use Magical Device 
  (Cha). 
  Skill Points at Each Level: 2 + Int bonus. 
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  arcanist does not gain any weapon or armor 
  Proficiencies. 
  Spells: At each level, the arcanist can learn any 
  three spells of his choice from any aspect he 
  knows, which are no higher than half the sum of 
  his 
  arcanist 
  and 
  wizzrobe 
  levels 
  (rounded 
  upwards). Additional spells may be researched by 
  expending experience points and rupees as 
  normal. 
  Magic Substitution (Ex): The arcanist is adept 
  at magic, and can use any magic points from any 
  pool to power spells and effects, even when 
  using magical items. 
  Bonus Feat: The arcanist gains a bonus 
  Metamagic or Meditation Feat free. 
  Channeling (Sp): The arcanist understands the 
  principles of magic, and can use his own body as 
  a source of power. As he increases in levels, the 
  arcanist can channel more and more to receive 
  yet more magic points in times of need. At 2nd 
  level, the arcanist can channel some of his own 
  internal energy, to produce a number of magic 
  points up to his arcanist level, at the cost of 
  being fatigued for a number of hours equal to the 
  
   
   
  117
  magic points gained. At 4th level, the arcanist 
  can sacrifice a number of hit points equal to his 
  arcanist level and generate 2 magic points per hit 
  point sacrificed. At 6th level, the arcanist can 
  sacrifice a number of Hit Dice up to his arcanist 
  level and gain five magic points per Hit Die. At 
  8th level, the arcanist can sacrifice ability score 
  points up to his arcanist level, and gain 10 magic 
  points per point drained. At 10th level, the 
  arcanist can sacrifice character levels up to his 
  arcanist level, and gain 25 magic points per level 
  sacrificed. 
  These values are restored as normal over time or 
  with magic. Ability points channeled in this way 
  count as ability score drains. Levels channeled 
  count as negative levels, but the save to restore 
  them automatically fails. The arcanist cannot 
  channel more points of any type that he currently 
  possesses. This ability counts as a free action, 
  but the magic points only lasts until the end of 
  the round. Should the arcanist channel enough 
  points to kill himself, he will die at the end of the 
  round, kept alive by the energy to complete his 
  final actions, unless the points can be restored by 
  the end of the round. 
  Armsmaster 
  Warriors, wilderfolk, and others who wield 
  weapons as befits their station know the 
  importance of great skill with arms. A trusted 
  sword in the hands of a skilled warrior is deadly, 
  but any weapon in the hands of armsmaster is 
  twice as deadly. Armsmasters represent the 
  pinnacle of what most hardened warriors can 
  achieve – total mastery with arms. Armsmasters 
  are found in all races, in all lands, in nearly every 
  legend or myth.  They are as rare as oases in the 
  desert, yet as powerful as the largest raging 
  volcano. 
  Hit Die: d10 
  Requirements 
  Base Attack Bonus: +7 
  Feats: Cleave, Combat Reflexes, Great Cleave, 
  Improved Critical (in same weapon that you have 
  Weapon Focus in), Power Attack, Weapon Focus 
  (in a single weapon of choice) 
  Class Skills 
  The armsmaster’s class skills (and the key 
  abilities for each) are Climb (Str), Craft (Int), 
  Intimidate (Cha), Jump (Str), Profession (Wis), 
  Swim (Str). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  An 
  armsmaster gains no additional weapon or armor 
  proficiencies. 
  Legendary Threat (Ex): Armsmasters are 
  legendary for stories of them cutting down 
  swaths of foes in single strokes. The legends are 
  not simple myths. Starting at 1st level, the 
  armsmaster gains a 1 point increase to threat 
  ranges on a single weapon.  This weapon must 
  be the weapon in which he has taken both 
  Weapon Focus and Improved Critical. Every two 
  levels after, the threat range of the weapon when 
  wielded by the armsmaster increases by 1 point. 
  Will of the Weapon (Ex): An armsmaster is so 
  Table 8-1: Arcanist Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
  +2 
  Magic Substitution (0-level), Bonus Feat 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +3 
  Magic Substitution (1st level), Channeling 
  (fatigue) 
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
  +3 
  Magic Substitution (2nd level), Bonus Feat 
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +4 
  Magic Substitution (3rd level), Channeling (hit 
  points) 
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
  +4 
  Magic Substitution (4th level), Bonus Feat 
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +6 
  Magic Substitution (5th level), Channeling (hit 
  dice) 
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
  +6 
  Magic Substitution (6th level), Bonus Feat 
  8 
  +4 
  +2 
  +4 
  +6 
  +3 
  +8 
  Magic Substitution (7th level), Channeling 
  (abilities) 
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
  +8 
  Magic Substitution (8th level), Bonus Feat 
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
  Magic Substitution (9th level), Channeling 
  (levels) 
  Table 8-2: Armsmaster Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
   
  Legendary Threat +1, Will of the Weapon 
  2 
  +2 
  +3 
  +2 
  +0 
  +2 
   
  Razor Edge 
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
   
  Legendary Threat +2 
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +2 
  Master Strike 
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
   
  Legendary Threat +3 
  
   
   
  118
  familiar with his weapon of choice that he is able 
  to use it for defense as well as offence. When 
  wielding the weapon that the armsmaster has 
  taken Weapon Focus, Improved Critical, and 
  Legendary Threat in, the armsmaster receives a 
  +2 bonus to his Defense rating.  
  Razor Edge (Ex): No hide, armor, or barriers 
  can deter the will of the armsmaster. An 
  armsmaster may spend 5 magic points to 
  empower a single attack of his to pierce any 
  damage reduction up to -/adamantine. For an 
  additional 2 magic points spent, the armsmaster 
  may breach a different type of damage reduction 
  from chosen from the following: cold-iron, silver, 
  and magic.  
  Master Strike (Ex): An armsmaster knows no 
  superiors in the field of combat. Wielding his 
  preferred weapon, an armsmaster is a nearly 
  unstoppable force, capable of sundering his foes 
  with 
  incredible 
  power. 
  At 
  4th 
  level, 
  an 
  armsmaster gains the ability to attack his 
  opponents in a devastating flurry of attacks 
  meant to cripple and destroy the target before 
  retaliation is possible. The armsmaster must 
  designate a single target in combat. For every 
  round that the target attacks the armsmaster 
  and the armsmaster does not attack back, the 
  armsmaster gains an additional attack against 
  the target at his highest Base Attack Bonus.  For 
  example, and armsmaster faces a moblin in 
  combat. The armsmaster designates the moblin 
  as his target opponent. For the next five rounds, 
  the moblin attacks the armsmaster and the 
  armsmaster does not attack back. On the 6th 
  round, the armsmaster is allowed to make his full 
  number of attacks allowed to him by his level 
  and Base Attack Bonus, plus an additional five 
  attacks granted by the use of this ability. The 
  additional attacks are made with the highest 
  Base Attack Bonus. While acquiring additional 
  attacks, the armsmaster may use the total 
  defense option. 
  Artificer 
  Sometimes the talents of an artisan takes him in 
  a new direction, opening up his heart and mind 
  to the beauty and power that he can create 
  within his own works. They become artificers, 
  able to blend craft and magic into objects of 
  unique power and excellence. Unfortunately, not 
  all artificers stay with their noble outlook, as they 
  soon realize the demand that exists for arcana 
  obscura in the lands of the Tri-Force. Some 
  quickly debase themselves to knocking out 
  charms and knickknacks for peddlers and nobles 
  alike, lining their own pockets with rupees. Yet, 
  there are those that see magic as the craft, with 
  the physical form merely a label or container, 
  and seek to spread these aids throughout the 
  lands to the rich and poor alike. 
  Hit Die: d6 
  Requirements 
  Craft (any three skills): 8 Ranks each. 
  Spellcraft: 8 Ranks. 
  Feats: Any two Item Creation Feats, Skill Focus 
  (any of the above craft skills). 
  Aspects: Magic points in at least one Aspect of 
  magic. 
  Class Skills 
  The artificer’s class skills (and the key abilities 
  for each) are Appraise (Int), Concentration 
  (Con), Craft (Int), Knowledge (Any) (Int), 
  Profession (Wis), Spellcraft (Int), Use Magic 
  Device (Cha), Use Rope (Dex). 
  Skill Points at Each Additional Level: 8 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  The 
  artificer is proficient in all simple weapons, as 
  well as light and medium armor. 
  Spells: At each level, the artificer can learn any 
  two spells of his choice from any Aspect he 
  knows, which are of a level no higher than half 
  the sum of his artificer and wizzrobe levels 
  (rounded 
  up). 
   
  Additional 
  spells 
  may 
  be 
  researched by expending experience points and 
  rupees as normal. 
  Bonus Feat: The artificer gains a bonus Item 
  Creation Feat for free. 
  Imbue Item (Sp): The artificer can create 
  temporary magical items by etching runes and 
  symbols of power and imbuing them with his own 
  magical power. The artificer may spend a number 
  of magic points up to his artificer level, and 
  imbue this power into a non-weapon, non-armor 
  Table 8-3: Artificer Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +2 
  +1 
  +0 
  +2 
  Bonus Feat 
  2 
  +1 
  +0 
  +3 
  +2 
  +0 
  +3 
  Imbue Item 
  3 
  +2 
  +1 
  +3 
  +2 
  +1 
  +3 
  Custom Spell 
  4 
  +3 
  +1 
  +4 
  +2 
  +1 
  +4 
  Bonus Feat 
  5 
  +3 
  +1 
  +4 
  +3 
  +1 
  +4 
  Imbue Weapon 
  6 
  +4 
  +2 
  +5 
  +3 
  +2 
  +6 
  Custom Spell 
  7 
  +5 
  +2 
  +5 
  +4 
  +2 
  +6 
  Bonus Feat 
  8 
  +6 
  +2 
  +6 
  +4 
  +2 
  +8 
  Imbue Armor 
  9 
  +6 
  +3 
  +6 
  +4 
  +3 
  +8 
  Custom Spell 
  10 
  +7 
  +3 
  +7 
  +5 
  +3 
  +10 
  Bonus Feat 
  
   
   
  119
  item, and have it grant an enhancement bonus to 
  all skill checks the item is used for equal to the 
  magic points spent. For example, a lockpick 
  imbued with 2 magic points grants a +2 
  enhancement bonus to all Open Locks checks. 
  This bonus lasts for one day, during which time 
  magic points spent in this way cannot be 
  recovered. After this time this magic points is 
  recovered normally. 
  Custom Spell: The artificer gets a Custom Spell 
  feat for free. 
  Imbue 
  Weapon 
  (Sp): 
  The 
  artificer 
  can 
  temporarily imbue weapons with increased power 
  and strength. The artificer may spend a number 
  of magic points up to his artificer level and imbue 
  a weapon with an enhancement bonus to attack 
  and damage equal to the magic points spent. 
  Neither attack nor damage may be increased 
  beyond a bonus of +5, and the bonuses may be 
  split in any desired fashion. For example, a 
  longsword can be imbued with 5 magic points for 
  a +4 attack bonus and a +1 damage bonus. 
  Conversely, the artificer may spend 10 magic 
  points and gain a +5 enhancement bonus to 
  attack and damage.  This bonus lasts for a 
  number of hours equal to the artificer’s artificer 
  class levels, during which time magic points 
  spent in this way cannot be recovered. After this 
  time the magic points are recovered normally. 
  Imbue 
  Armor 
  (Sp): 
  The 
  artificer 
  can 
  temporarily 
  imbue 
  armor 
  with 
  increased 
  durability. The artificer may spend a number of 
  magic points up to his artificer level, and grant 
  an enhancement bonus to Defense or improved 
  damage reduction, the total of which equal the 
  magic points spend. Neither the Defense or 
  damage reduction can be increased beyond a 
  bonus of +5. For example, a suit of chainmail 
  imbued with 7 magic points can grant a +2 
  enhancement bonus to Defense and increase the 
  chainmail’s damage reduction by +5. This bonus 
  lasts for a number of hours equal to the artificer’s 
  artificer class levels, during which time magic 
  points spent in this way cannot be recovered. 
  After this time the magic points are recovered 
  normally. 
  Blademaster 
  Deep in the gerudo deserts, the blademaster 
  waits. She waits for a challenge to arise, a threat 
  to hearken, or an enemy to send challenge. The 
  blademaster is the gerudo’s warrior elite – a 
  small, proud society built into the caste society of 
  the gerudo. Blademasters are revered amongst 
  the Gerudo, and are often given positions of 
  status and honor their tribes.  When given 
  assignments by tribal leaders, shamans, or 
  elders, blademasters are often dispatched as 
  leaders of troops, assassins, or bodyguards.  
  Above all, blademasters represent the warrior 
  elite of the gerudo society, and their honor is 
  everything to them. Many blademasters are 
  assigned the time-honored task of guarding 
  prisoners, and woe to the blademaster who 
  allows her honor to be soiled by the escape or 
  rebellion of captured enemies. 
  Note that while this prestige class is almost 
  entirely unknown outside the gerudo, non-gerudo 
  can be taught the ways of the blademaster. 
  Hit Die: d10 
  Requirements 
  Base Attack Bonus: +7 
  Feats: Two-Weapon Fighting, Dodge, Weapon 
  Focus (scimitar and shortspear) 
  Class Skills 
  The blademaster’s class skills (and the key 
  abilities for each) are Bluff (Cha), Climb (Str), 
  Craft 
  (Int), 
  Intimidate 
  (Cha), 
  Jump 
  (Str), 
  Profession (Wis), Tumble (Dex). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A gerudo 
  blademaster is proficient in all simple and martial 
  weapons as well as light armor. 
  Hidden Strike (Ex): Whenever a blademaster 
  uses the feint ability in combat (see Bluff skill, pg 
  67 in the Player’s Handbook), he receives a +1 
  competence bonus to the check. This bonus 
  increases by +1 every three levels. 
  Improved 
  Two-Weapon 
  Fighting: 
  The 
  blademaster receives the Improved Two-Weapon 
  Fighting feat at 2nd level. 
  Table 8-4: Blademaster Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +2 
   
  Hidden Strike +1 
  2 
  +2 
  +3 
  +2 
  +0 
  +3 
   
  Improved Two-Weapon Fighting 
  3 
  +3 
  +3 
  +2 
  +1 
  +3 
   
  Tumbling Attack 
  4 
  +4 
  +4 
  +2 
  +1 
  +4 
  +2 
  Hidden Strike +2 
  5 
  +5 
  +4 
  +3 
  +1 
  +4 
   
  Luring the Blade +2 
  6 
  +6 
  +5 
  +3 
  +2 
  +5 
   
  Leap Attack 
  7 
  +7 
  +5 
  +4 
  +2 
  +5 
   
  Hidden Strike +3 
  8 
  +8 
  +6 
  +4 
  +2 
  +6 
  +3 
  Blade Wall 
  9 
  +9 
  +6 
  +4 
  +3 
  +6 
   
  Luring the Blade +4 
  10 
  +10 
  +7 
  +5 
  +3 
  +7 
   
  Hidden Strike +4 
  
   
   
  120
  Tumbling Attack (Ex): A blademaster is able to 
  use his skill at tumbling to attack foes with 
  deadly precision. By making a Tumble check (DC 
  18) to enter melee range (or whichever range his 
  weapon 
  allows 
  him 
  to 
  strike 
  from) 
  the 
  blademaster may attack his opponent with a full 
  attack action. This does not provoke an attack of 
  opportunity. If the blademaster fails the Tumble 
  check, he provokes an attack of opportunity from 
  everyone whose threat range he has entered. 
  This ability may only be used with a melee 
  weapon of some kind (including reach weapons). 
  Luring 
  the 
  Blade 
  (Ex): 
  Anytime 
  the 
  blademaster delays his attack until after his 
  opponents have attacked him, he receives a +2 
  bonus to attack rolls to hit against any opponents 
  that attacked him. At 9th level, this bonus 
  increases to +4. 
  Leap Attack (Ex): The blademaster may use his 
  Jump 
  skill 
  to 
  enter 
  combat 
  and 
  catch 
  unsuspecting foes unaware. The blademaster 
  may make a Jump check (distance and DC as per 
  the Jump skill, pg. 77 in Player’s Handbook) and 
  attack her opponent. Doing so allows the 
  blademaster one extra attack against a single 
  opponent in addition to his normal number of 
  attacks. The blademaster may then make a full 
  attack action if she wishes – the jumping attack 
  counts as the free additional attack at the 
  highest Base Attack Bonus. This action provokes 
  an 
  attack 
  of 
  opportunity 
  from 
  all 
  others 
  threatening the area where the blademaster will 
  land, but not from the target of that attack. If 
  the Jump check fails, this provokes an attack of 
  opportunity from the target. 
  Blade Wall (Ex): A blademaster may forego all 
  attacks in a around and focus solely on defense. 
  The blademaster pulls back, becoming a whirling 
  wall of blades. The blademaster must give up all 
  attacks in the round, including attacks of 
  opportunity. Doing this grants the blademaster a 
  +8 parrying bonus to Defense for the round. 
  Burrower 
  The dekus are a solitary, serious-minded people. 
  For them, little else matters in the world as much 
  as security and financial gain. Bartering and 
  haggling are a daily part of life for dekus, and 
  nothing insures the security and sanctity of the 
  deku way of life as much as their most honored 
  military position: the burrower. Burrowers are 
  not simply ordinary soldiers, they are the elite of 
  the deku armed forces, often serving as guards 
  on the grounds of royal palaces, temples, and 
  other important sites for the deku or sent as 
  emissaries of the deku rulers to other royalties or 
  nobles. 
  These 
  powerful 
  and 
  deceptively 
  maneuverable soldiers are easily the match of 
  other race’s armed forces. 
  Hit Die: d8 
  Requirements 
  Race: Deku. 
  Base Attack Bonus: +5 
  Feats: Alertness, Dodge, Endurance, Power 
  Attack, Cleave 
  Class Skills 
  The burrower’s class skills (and the key abilities 
  for each) are Craft (Int), Intimidate (Cha), Jump 
  (Str), Listen (Wis), Profession (Wis), Swim (Str). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A burrower 
  gains 
  no 
  additional 
  weapon 
  or 
  armor 
  proficiencies. 
  Burrow (Ex): Burrowers are aptly named. Their 
  most famous and secret training technique allows 
  them to burrow into the terrain to lie in ambush 
  for approaching enemies. The burrower may use 
  this ability on any sufficiently soft, unfrozen, and 
  non-toxic substance. Soft or marshy soil and 
  sand all make ideal substances. The burrower 
  takes a full round action to drill his body a few 
  feet into the ground. Plants breathe too; thus, 
  the deku keeps his snout exposed on the surface 
  of the ground to take in air. The deku burrower 
  gains the tremorsense ability while submerged. 
  The burrower may choose to emerge from the 
  ground as a full round action, or, if the deku 
  passes a Strength check (DC 20), as a standard 
  action. In addition, the burrower receives nine-
  tenths cover (+10 to Defense, +3 to Reflex 
  saves) while submerged. 
  Great Fortitude: At 2nd level, the burrower 
  gains the Great Fortitude feat. 
  Table 8-5: Burrower Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
   
  Burrow 
  2 
  +2 
  +3 
  +2 
  +0 
  +2 
   
  Great Fortitude 
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
   
  Emerging Strike 
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +2 
  Foes of the Deku (attacks) 
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
   
  Improved Seed Shot 
  6 
  +6 
  +5 
  +3 
  +2 
  +3 
   
  Whispers of the Soil 
  7 
  +7 
  +5 
  +4 
  +2 
  +4 
   
  Powered Seed Shot 
  8 
  +8 
  +6 
  +4 
  +2 
  +4 
  +3 
  Foes of the Deku (defense) 
  9 
  +9 
  +6 
  +4 
  +3 
  +4 
   
  Tunneling 
  10 
  +10 
  +7 
  +5 
  +3 
  +5 
   
  Master Burrower 
  
   
   
  121
  Emerging Strike (Ex): The burrower’s skill at 
  submerging himself in the ground increases with 
  experience. At 3rd level, the burrower has 
  refined the ability of emerging from the soil to 
  attack foes to a high level. Any time the burrower 
  emerges from the soil within melee range of 
  opponents, he may make a free attack of 
  opportunity 
  against 
  the 
  closest 
  opponent. 
  Opponents may make Spot checks (DC 15 + 
  Burrower’s burrower class levels) to negate the 
  burrower’s free attack of opportunity.  This free 
  attack is in addition to any attacks or actions that 
  the deku is normally allowed by emerging from 
  the ground as a standard action. 
  Foes of the Dekus (Ex): Starting at 4th level, a 
  burrower gains an advantage in combat for 
  working in unison with his colleagues.  For every 
  deku (regardless of class) that the burrower is 
  allied or at least non-hostile towards within 30 
  feet, the burrower receives a +2 morale bonus to 
  attack and damage rolls against opponents.  For 
  every nearby allied deku that has any levels in 
  the burrower prestige class, increase the bonus 
  by +1.  At 8th level, the base morale bonus 
  extends to the burrower’s Defense rating as well, 
  using the same guidelines as before. 
  Improved Seed Shot: Part of the training 
  burrowers go through upon becoming a burrower 
  is the perfection of their race’s seed shot ability. 
  The burrower receives the Improved Seed Shot 
  feat at fifth level. 
  Whispers of the Soil (Ex): When burrowed 
  beneath the ground, the dekus find it hard to 
  communicate, thus the burrowers eventually 
  developed a means of communication between 
  submerged burrowers. By constraining their 
  normal 
  speech 
  in 
  their 
  ‘vocal 
  chords’, 
  a 
  submerged burrower can communicate with any 
  other submerged burrower within 20 feet. 
  Creatures that are actually moving on the ground 
  cannot hear this communication unless a Listen 
  check (DC 25) is passed. 
  Powered Seed Shot (Su): Constant training 
  and discipline pushes the burrower to new 
  heights of power and ability when using the seed 
  shot ability. For every 3 magic points the 
  burrower spends, he may add a +1 enhancement 
  bonus to attack and damage when firing a seed 
  shot. The burrower may increase this bonus to a 
  maximum of +5. 
  Tunneling (Ex): As the burrower becomes a 
  master at burrowing, he gains the ability to move 
  underground. Starting at 9th level, the burrower 
  may move at half his base speed after he has 
  successfully burrowed into the ground. The 
  burrower must hold his breath while tunneling 
  (see the Game Master’s Guide for rules on 
  drowning). 
  Creatures 
  on 
  the 
  surface 
  with 
  tremorsense or other such sensory abilities may 
  be able to detect the movement below. To make 
  an air hole with their snout without being 
  detected, the deku must succeed at a Hide check 
  opposed by the topside creature’s Spot check. 
  Master Burrower (Ex): The burrower’s prime 
  battle and stealth technique are honed with 
  experience. At 10th level, the burrower has 
  reached the pinnacle of his burrowing ability. The 
  burrower takes only a standard action to burrow 
  into the ground and may emerge as a standard 
  action without the need for a Strength check. 
  Dustrider 
  The gerudo are legendary for their skill with 
  horse and bow. Their prowess with mounted 
  archery is unmatched in all the lands beneath the 
  Tri-Force. Skilled in riding, mounted archery and 
  scouting, the gerudo dustrider is the epitome of 
  the gerudo mounted warrior. Many dustriders are 
  often sent as advance scouts or to assist cavalry 
  during times of war. Their combination of skilled 
  riding and pinpoint accuracy with the bow makes 
  them an incredibly deadly force, capable of 
  devastating 
  unprepared 
  opponents 
  in 
  short 
  order. Of all the gerudo warriors, the dustrider is 
  acclaimed as the most skilled, and many 
  dustriders, though they serve as preliminary 
  scouts, are often accorded a great deal of respect 
  and honor amongst their peers. 
  Hit Die: d8 
  Requirements 
  Base Attack Bonus: +6 
  Listen: 4 ranks 
  Ride: 6 ranks 
  Spot: 4 ranks 
  Feats: Mounted Combat, Mounted Archery, 
  Martial Weapon Proficiency (any 2 of the 
  following: 
  shortbow, 
  composite 
  shortbow, 
  longbow, or composite longbow). 
  Special: Must pass the Gerudo Riding Trial. The 
  Gerudo Riding Trial is what separates the 
  dustriders from the other mounted warriors. It is 
  a difficult trial of precision and skill. The applicant 
  must approach a senior dustrider who is willing 
  to administer and judge the young applicant for 
  her Trial. The actual layout of the Trial varies 
  from tribe to tribe, but the basic premise is 
  always the same. A gerudo mounted on a horse 
  of the applicant’s choosing must ride through 
  some form of ravine or obstacle course while 
  firing at targets on either side of the course.  The 
  targets vary from standing targets, to moving 
  targets pulled with levers or ropes and pulleys. 
  The applicant must hit, though not necessarily 
  score a bull’s-eye on each and every target on 
  the course within a set amount of time. 
  Generally, a strict amount of time is set in which 
  to complete the course, and it is a source of pride 
  for many dustriders who have gone back and 
  completed the course in even less time.  The 
  senior dustrider then judges the applicant’s 
  
   
   
  122
  performance, and if the senior dustrider finds it 
  worthy, the applicant becomes a dustrider. 
  Class Skills 
  The dustrider’s class skills (and the key abilities 
  for each) are Balance (Dex), Concentration 
  (Con), Craft (Int), Handle Animal (Cha), Listen 
  (Wis), Profession (Wis), Ride (Dex), Spot (Wis). 
  Skill Points at Each Additional Level: 4 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A dustrider 
  gains proficiency in any of the two bows he was 
  previously not proficient with (see Requirements 
  above), as well as all simple weapons and light 
  armor. 
  Alertness: The dustrider gains the Alertness feat 
  at 1st level. 
  Skilled Rider: The dustrider gains the Skilled 
  Rider feat at 1st level. 
  Stone Saddle (Ex): The dustrider is a highly 
  trained rider and is capable of remaining 
  mounted 
  and 
  in 
  the 
  saddle 
  even 
  during 
  extremely strenuous conditions. When riding 
  bareback, the dustrider receives only a –3 
  penalty to Ride checks, and receives a +10% 
  competence bonus to remain in the saddle if 
  knocked unconscious while mounted.  At 7th 
  level, the dustrider receives no penalty for riding 
  bareback and an additional +10% competence 
  bonus 
  to 
  remaining 
  in 
  the 
  saddle 
  when 
  unconscious. 
  Burst of Speed (Ex): A dustrider is able to push 
  his mount to its very limits and beyond with skill 
  and tact. At will, the dustrider may cause his 
  mount to move up to double the mount’s normal 
  charge movement. At 6th level, the dustrider 
  may push the mount to triple its normal charge 
  movement. This ability may be used once per 
  day without harming the mount.  Each use after 
  that causes the mount to make a Fort save (DC 
  20 + 5 for every time after the second) or 
  immediately take 2d6 (4d6 if tripled movement 
  was used) points of normal damage.  
  Improved 
  Mounted 
  Archery 
  (Ex): 
  The 
  dustrider is the most highly skilled mounted 
  archer that has ever galloped across the lands of 
  Hyrule and beyond. Starting at 5th level, the 
  dustrider takes no penalty from shots taken while 
  the mount is using a double move. 
  Improved Range (Ex): At 5th level, the 
  dustrider may add an additional 10 ft. to all 
  range increments. Every three levels thereafter, 
  this bonus increases by an additional 10 ft. This 
  stacks with the bonus from the Far Shot feat. 
  Supreme Mounted Archery (Ex): The dustrider 
  truly earns the mantle as the greatest horse 
  archer of all the lands. Starting at 9th level, the 
  dustrider takes only a -2 penalty from shots 
  taken while the mount is running. 
  Ranged Focus (Ex): By spending a full round 
  aiming at a target and passing a Concentration 
  check (DC 20), the dustrider may add a 
  competence bonus to attack and damage rolls 
  against the intended target equal to her dustrider 
  class levels. This ability may be used even if the 
  dustrider is mounted bareback and at full gallop. 
  Forester 
  The kokiri are an isolated folk, attuned to the 
  woodlands in which they make their home. 
  Though the kokiri are a peaceful people who care 
  little for warfare and strife, they are not a foolish 
  people. Deep in the depths of their woodland 
  homes, kokiri foresters roam the land, protecting 
  the people and acting as the eyes and ears of the 
  living woods the kokiri claim as their homeland. 
  Kokiri foresters are trained in the ways of 
  attuning themselves with their wild homelands 
  and the creatures that inhabit it. Their mastery of 
  woodland stealth and nature senses allow them 
  to be silent guardians of their people. 
  Hit Die: d6 
  Requirements 
  Race: Kokiri. 
  Base Attack Bonus: +4 
  Animal Empathy: 4 ranks 
  Hide: 4 ranks 
  Wilderness Lore: 6 ranks 
  Feats: Alertness 
  Class Skills 
  The forester’s class skills (and the key abilities 
  for each) are Climb (Str), Craft (Int), Hide (Dex), 
  Knowledge (nature) (Int), Listen (Wis), Move 
  Table 8-6: Dustrider Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +2 
   
  Alertness, Skilled Rider 
  2 
  +1 
  +2 
  +3 
  +0 
  +3 
   
  Stone Saddle +10% 
  3 
  +2 
  +2 
  +3 
  +1 
  +3 
   
  Burst of Speed (double) 
  4 
  +3 
  +2 
  +4 
  +1 
  +4 
  +2 
  Improved Mounted Archery 
  5 
  +3 
  +3 
  +4 
  +1 
  +4 
   
  Improved Range (+10 ft.) 
  6 
  +4 
  +3 
  +5 
  +2 
  +5 
   
  Burst of Speed (triple) 
  7 
  +5 
  +4 
  +5 
  +2 
  +5 
   
  Stone Saddle +20% 
  8 
  +6 
  +4 
  +6 
  +2 
  +6 
  +3 
  Improved Range (+20 ft.) 
  9 
  +6 
  +4 
  +6 
  +3 
  +6 
   
  Supreme Mounted Archery 
  10 
  +7 
  +5 
  +7 
  +3 
  +7 
   
  Ranged Focus 
  
   
   
  123
  Silently (Dex), Profession (Wisdom), Search 
  (Int), Spot (Wis), Survival (Wis), Swim (Str). 
  Skill Points at Each Additional Level: 4 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A forester 
  is proficient in all simple weapons as well as light 
  armor and shields. 
  Forest Stealth (Ex): The forester is at home in 
  the woodlands of the land. When within any 
  forest, a forester gains the listed bonus to any 
  Hide, Move Silently, Listen, and Spot checks 
  made.   
  True Camouflage (Su): The forester bonds with 
  the woodlands of the world, becoming one with 
  nature. This provides the forester with protection 
  against the prying spells of others who seek to 
  pry into their very natures. Any time a spell or 
  ability would detect the focus of the kokiri, the 
  forester may make a Will save (DC 10 + diviner’s 
  Wisdom bonus). Success allows the kokiri to 
  choose what focus is detected. 
  Forest Empathy (Su): A forester is at home in 
  the woods, and is also comfortable with the 
  denizens of the woods as well.  This empathy 
  with the woodlands runs so deep that the 
  forester radiates an aura of peacefulness felt by 
  all wild animals and beasts that are native to 
  woodland 
  environments. 
  Any 
  creatures 
  categorized as vermin, animals or beasts that are 
  native to the forest terrain have a difficult time 
  attacking or harming the forester for almost any 
  reason. Unless the forester makes a threatening 
  gesture, such as attacking or casting a spell at 
  the creature, or the creatures see the kokiri harm 
  another of their species, the creatures must 
  succeed at a Will save (DC 20 + forester’s Cha 
  bonus) in order to attack him under any 
  condition. 
   
  Creatures 
  who 
  are 
  magically 
  controlled to attack the forester receive a +4 
  morale bonus to their saves to resist the effects 
  of the spell when applicable.  This power applies 
  to summoned monsters as well.  This aura 
  radiates in a 40 ft. radius. 
  Improved Attunement (Ex): The kokiri are 
  synonymous for their attunements, and the 
  forester, with his mystical understanding of 
  nature and the forests, is a master attuner. He 
  gains that feat for at 4th level. 
  Spirit of the Woods (Sp): The forester is a 
  master woodsman, truly at home beneath the 
  leafy canopy of the forest. The forester’s bond 
  with nature runs deep and strong. At 5th level, 
  the forester gains the ability to use the magic of 
  the Tri-Force found in all things to help and aid 
  him in protecting the land and his people. The 
  forester must spend 8 magic points as a free 
  action. Starting on the next turn, the forester 
  begins to manifest the spirit of the woods into 
  him and the surrounding area. He may do any of 
  the following, one per round: 
  Clutch of the Thorns: The forester may cause any 
  area that he has cast speed of the vine upon to 
  grow long, wickedly sharp thorns and briars. Any 
  creatures that try to free themselves or move 
  through the brambles suffer 3d4 points of 
  damage per round while the effect lasts. 
  Protection of the Oak: The forester’s skin 
  becomes rough and turns a dark brown color. It 
  takes on the texture of ancient, thick tree bark. 
  This provides the forester a natural damage 
  reduction of 5/- for the duration of the effect. 
  Shade of Leaves: The forester’s skin turns the 
  shade of the foliage around him, enabling the 
  forester to blend into any area. The forester 
  receives a +10 to any Hide checks, regardless of 
  the speed he moves at, as long as he remains in 
  the woods.  This negates any penalties for 
  moving while attempting to hide, regardless of 
  speed. 
  Speed of the Vine: The forester may point to any 
  location and cause the targeted are to be 
  affected as though by an entangle spell in a 50 
  ft. diameter radius for the duration of the effect.  
  The effect of this power is shapeable and is 
  considered to be a spell-like ability cast at 12th 
  level for purposes of resistance and dispelling. 
  Duration: These effects last for a number of 
  rounds equal to the forester’s forester level + 
  Wisdom bonus. The forester may cancel any 
  effect at any time he wishes, and may use the 
  powers as many times as he wishes until the 
  duration runs out. Thus, a forester could cast 
  speed of the vine on several different areas, 
  affecting a larger overall area until time ran out. 
  Illuminator 
  Bearing the magic of Light, illuminators are the 
  embodiment of the Light Aspect of Tri-Force 
  magic. Illuminators, like their other specialist 
  brothers and sisters, are masters of their 
  particular Aspects of magic and by honing their 
  potent magical energies, are able to command 
  their favored Aspect with incredible ease and 
  grace. Their power with their chosen element is 
  unchallenged, and their ability to utilize and 
  manipulate it is unrivalled. Illuminators typically 
  Table 8-7: Forester Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +2 
  +1 
  +2 
   
  Forest Stealth +2, Track 
  2 
  +1 
  +0 
  +3 
  +2 
  +3 
   
  True Camouflage 
  3 
  +2 
  +1 
  +3 
  +2 
  +3 
   
  Forest Empathy 
  4 
  +3 
  +1 
  +4 
  +2 
  +4 
  +2 
  Forest Stealth +4, Improved Attunement 
  5 
  +3 
  +1 
  +4 
  +3 
  +4 
   
  Spirit of the Woods 
  
   
   
  124
  are good-natured, light focused individuals who 
  seek enlightenment, wish to aid others, or try to 
  help their comrades with their magical prowess. 
  An illuminator’s responsibility lies in using the 
  Aspect of light and the powers of the Tri-Force 
  for revealing truth, destroying falsehoods, and 
  the pursuit of justice.  Above all, an illuminator 
  is charged with using his magical powers for 
  protection and wisdom.  More than anyone 
  else, illuminators are looked at as great 
  sources of wisdom.  Their history of guiding 
  others and mentoring dates back to the first 
  recorded histories of the world, 
  and illuminators have continued 
  to keep their place as the 
  guides of those who would 
  seek truth and light. 
  Hit Die: d4 
  Requirements 
  Base Attack Bonus: +3 
  Concentration: 6 ranks 
  Knowledge (Tri-Force): 8 ranks 
  Spellcraft: 8 ranks. 
  Feats: Any two metamagic feats 
  Aspect: Must have allocated magic 
  points in the Light Aspect only. 
  Class Skills 
  The illuminator’s class skills (and the 
  key abilities for each) are Concentration (Con), 
  Craft (Int), Decipher Script (Int), Diplomacy 
  (Cha), Knowledge (Any) (Int), Profession (Wis), 
  Scry (Int), Sense Motive (Wis), Speak Language 
  (None), Spellcraft (Int), Use Magic Device (Cha). 
  Skill Points at Each Additional Level:  6 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  An 
  illuminator gains no additional weapon or armor 
  proficiencies. 
  Light Specialization: The illuminator shuns all 
  magic other then light magic. The illuminator 
  cannot use spells from any other Aspect, unless 
  they also appear in the Light Aspect spell list, nor 
  can they allocate magic points to any other 
  Aspect than Light, even if the magic points is 
  from another class, or from their latent pool. For 
  this devotion, they gain a +4 competence bonus 
  to all attempts to dispel illusions. At each level, 
  the illuminator can learn any three spells of his 
  choice from the Light Aspect, which are no higher 
  than half the sum of his illuminator and wizzrobe 
  levels (rounded up). Additional spells 
  from 
  the 
  Light 
  Aspect 
  may 
  be 
  researched by expending experience 
  points and rupees as normal. 
  Awareness (Ex): An illuminator strives 
  for clarity of mind and enlightenment. 
  Starting at 2nd level, the illuminator may 
  choose to use his Wisdom bonus 
  instead of his Intelligence bonus on 
  any Intelligence-based check. 
  True Sight (Su): The illuminator 
  values clarity of mind, and the 
  pursuit of truth and wisdom. 
  Illuminators cannot afford 
  to let illusions cloud their 
  thinking. 
  At 
  4th 
  level, 
  illuminators become immune 
  to illusions of any kind. They 
  see 
  through 
  these 
  falsifications of truth as light 
  banishes darkness at the break 
  of dawn.  
  Mind Illumination (Su): 
  Illuminators 
  value 
  clear 
  thought greatly.  They use 
  their 
  minds and wisdom to see 
  through 
  the fabric of reality and discern the 
  truth behind all things. Starting at 6th level, 
  illuminators may add their number of illuminator 
  levels to all Diplomacy, Scry, and Sense Motive 
  checks. 
  Imbue Light (Sp): Illuminators seek the truth 
  behind 
  all 
  questions. 
  Unfortunately, 
  some 
  answers are guarded by powers of obscurity or 
  darkness.  Starting at 8th level, the illuminator 
  may imbue any single weapon wielded by himself 
  or another, or spells cast by himself or someone 
  else casting Light Aspect spells with the powers 
  of Light. This costs the illuminator 5 magic points 
  for every time the illuminator imbues an object 
  or spell. The weapon or spell deals an additional 
  1d6 points of electrical damage per 5 magic 
  points spent on the imbuing. For every additional 
  Table 8-8: Illuminator Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
  +2 
  Light Specialization 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +3 
  Awareness 
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
  +3 
   
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +4 
  True Sight 
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
  +4 
   
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +6 
  Mind Illumination 
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
  +6 
   
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +8 
  Imbue Light 
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
  +8 
   
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
  Light’s Grace 
  
   
   
  125
  5 magic points the illuminator spends on the 
  enchantment, he may add an additional 1d6 to 
  the damage rolls of the weapon or spell. This 
  enchantment lasts for a number of rounds equal 
  to the illuminator’s number of illuminator levels. 
  This bonus does not stack if the illuminator is 
  already using a weapon that causes additional 
  electrical damage. 
  Light’s Grace (Sp): The life of an illuminator is 
  consumed 
  by 
  the 
  pursuit 
  of 
  truth 
  and 
  enlightenment. This pursuit often takes the form 
  of adventuring, and the illuminator must be 
  prepared to defend himself and his allies in times 
  of duress. At 10th level, the illuminator may 
  literally harness the energy of Light to aid him in 
  times of great need. To use this ability, the 
  illuminator must be within range of some light 
  source the equivalent of at least a freshly lit 
  torch, and spend 15 magic points. Upon doing 
  this, the illuminator begins to shine forth with an 
  incredibly bright light that burns through the 
  minds and eyes of those who would seek to harm 
  what the illuminator protects. This light shines in 
  a radius of 30 feet. Any creatures that the 
  illuminator decides to target with this ability must 
  make a Will save (DC 20 + illuminator’s Wisdom 
  bonus) or take 2d10 electrical damage and be 
  blinded until they leave the area of effect and 5 
  rounds pass. In addition, all Shadow Aspect 
  spells are immediately dispelled.  The illuminator 
  shines with this light for a number of rounds 
  equal to the number of illuminator levels he 
  possesses plus his Wisdom bonus. 
  Knight of Hyrule 
  Across the Kingdom of Hyrule ride the Knights of 
  Hyrule. They are the ancient protectors of the 
  land, and the first line of defense for the folk of 
  Hyrule. Long ago, during the reign of the first 
  kings of Hyrule, the Order of the Knights of 
  Hyrule was established to safeguard the throne 
  from usurpers. While in their infancy, the Knights 
  of Hyrule were often called upon to assist the 
  fledgling nation’s armed forces in turning back 
  invading warlords and monsters. It soon became 
  obvious that their high level of training, loyalty to 
  the 
  crown, 
  and 
  martial 
  prowess 
  were 
  an 
  invaluable weapon in the field of combat, and 
  since then they have reigned as the Kingdom’s 
  warrior champions. 
  Hit Die: d10 
  Requirements 
  Focus: Light. 
  Base Attack Bonus: +6 
  Ride: 4 ranks 
  Feats: Mounted Combat, Power Attack, and 
  Heavy Armor Proficiency 
  Special: Must prove themself worthy to join the 
  Order. To become a knight, an applicant must 
  first present himself to a ranking knight. The 
  ranking knight may then test or quiz the young 
  applicant to determine if he or she is worthy to 
  join the order. The ranking knight may bestow 
  quests to determine this worthiness, though any 
  quests that are deemed as overly dangerous or 
  hazardous are considered a violation of the 
  Order’s principles of protection, and the ranking 
  knight may be brought up on charges. The 
  applicant must appease the sponsor’s requests. 
  When this is done, the applicant is presented to 
  the King and Queen of Hyrule where judgment is 
  passed upon the applicant. If the applicant’s 
  actions are deemed worthy, and the applicant 
  has shown loyalty to Hyrule, the applicant swears 
  an oath of fealty to the Kingdom and is inducted 
  to the Order. 
  Class Skills 
  The knight’s class skills (and the key abilities for 
  each) are Climb (Str), Craft (Int), Diplomacy 
  (Cha), 
  Handle 
  Animal 
  (Cha), 
  Jump 
  (Str), 
  Profession (Wis), Ride (Dex), Swim (Str). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus. 
  Class Features 
  Weapon and Armor Proficiencies: A knight 
  gains proficiency in simple and martial weapons 
  and is proficient in the use of all armors and 
  shields. 
  Defensive Blow (Ex): Whenever a knight is 
  actively engaged in defending a weaker creature 
  (fewer total HD or total character level); the 
  Table 8-9: Knight of Hyrule Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +1 
  +0 
  +1 
  +2 
  +0 
   
  Defensive Blow +2 
  2 
  +2 
  +0 
  +2 
  +3 
  +0 
   
  Knightly Grace (saves) 
  3 
  +3 
  +1 
  +2 
  +3 
  +1 
   
  Glorious Charge (2x melee damage) 
  4 
  +4 
  +1 
  +2 
  +4 
  +1 
  +2 
  Defensive Blow +3 
  5 
  +5 
  +1 
  +3 
  +4 
  +1 
   
  Knightly Grace (mount) 
  6 
  +6 
  +2 
  +3 
  +5 
  +2 
   
  Glorious Charge (3x lance damage) 
  7 
  +7 
  +2 
  +4 
  +5 
  +2 
   
  Defensive Blow +4 
  8 
  +8 
  +2 
  +4 
  +6 
  +2 
  +3 
  For the Kingdom (combat bonus) 
  9 
  +9 
  +3 
  +4 
  +6 
  +3 
   
  Glorious Charge (3x melee damage, 4x lance 
  damage) 
  10 
  +10 
  +3 
  +5 
  +7 
  +3 
   
  Defensive Blow +5, For the Kingdom (remain 
  conscious) 
  
   
   
  126
  knight gains +2 morale bonus to attack rolls. 
  This bonus increases by +1 every three levels. 
  Knightly Grace (Su): The knight may add his 
  Charisma bonus (if any) as a bonus to his saving 
  throws. At 5th level, he may apply this bonus to 
  his mount’s (if any) saving throws whenever he 
  is mounted. 
  Glorious Charge (Ex): A knight is highly skilled 
  in mounted combat. Starting at 3rd level, when 
  the knight is mounted and charging in combat 
  (charge action), he may deal double damage 
  when striking with a melee weapon once per day. 
  In addition, at 6th level, the knight may deal 
  triple damage with lances while charging, and at 
  9th level, he may deal quadruple damage with 
  lances and triple damage with melee weapons. 
  The number of times the knight may use this 
  ability also increases by +1 every three levels 
  after the 3rd level. 
  For the Kingdom (Su): A knight has sworn 
  fealty to protect the lands of Hyrule and the 
  throne at all costs. This oath, sworn by the Tri-
  Force and the Three Goddesses, empowers he 
  knight in times of great need and duress. At 8th 
  level, the knight may harness his magical energy 
  into a manifestation of his loyalty and devotion to 
  his oath of fealty. The knight may spend any 
  number of magic points to gain an equivalent 
  bonus to attack and damage rolls for a number of 
  rounds equal to the knight’s current knight of 
  Hyrule level. At 10th level, the Knight may spend 
  8 magic points to reinforce his physical being 
  with tremendous stamina. This power lasts for a 
  number 
  of 
  rounds 
  equal 
  to 
  the 
  knight’s 
  Constitution 
  plus 
  Charisma 
  bonuses 
  added 
  together. During this time, the knight may 
  continue to act and fight, even after going below 
  0 hit points, with no penalty. Once this ability’s 
  effects wear off, the knight suffers all the effects 
  of damage taken while using this ability as 
  normal. Thus, a knight reduced to –9 hit points 
  would collapse and be considered dying on the 
  round when the ability’s effects wore off, but not 
  until. 
  Lawmaster 
  The lawmaster of Nayru are amongst the highest 
  ranking clergy of Nayru, Goddess of Wisdom. 
  Armed with only their staff and the unswerving 
  law of Nayru, they preach to the faithful, fulfilling 
  the role of wandering priest, defender, and 
  sheriff. Often, their wanderings bring them to a 
  settlement where they will set up an impromptu 
  courthouse in regions where there is not a 
  standing judge. Other times they can be found 
  bringing Nayru’s law to the wilderness to fight 
  back the encroaching forces of Shadow wherever 
  it may lurk. As a direct emissary of the Goddess 
  Nayru, only wizzrobes, the practioners of the 
  divine magic of the Tri-Force, can become 
  lawmasters. More often than not though, they 
  are multiclass wizzrobe/warriors, or multiclass 
  wizzrobe/drifters. 
  Hit Die: d6 
  Requirements 
  Base Attack Bonus: +5. 
  Concentration: 8 ranks. 
  Knowledge (local): 8 ranks. 
  Knowledge (Tri-Force):  8 ranks. 
  Feats: 
  Combat 
  Expertise, 
  Toughness, 
  and 
  Weapon Focus (quarterstaff). 
  Deity: Nayru. 
  Aspects: Must have allocated magic points to 
  both the Light and Water aspects.  
  Class Skills 
  The lawmaster’s class skills (and the key abilities 
  for each) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (Any) (Int), Profession (Wis), Scry 
  (Int), Sense Motive (Wis), Speak Language 
  (None), Spellcraft (Int). 
  Skill Points per Level: 4 + Int Modifier. 
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  lawmaster of Nayru does not gain any new armor 
  or weapon proficiencies. 
  Oath of Nayru: Nayru’s path is a hard one, 
  tough and rigid like her magic. The lawmaster is 
  Table 8-10: Lawmaster Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
   
  Oath of Nayru, Watcher’s Staff (Dex bonus to 
  AC) 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +2 
   
  3 
  +1 
  +2 
  +1 
  +3 
  +1 
   
   
  4 
  +2 
  +2 
  +1 
  +4 
  +1 
  +3 
  Purity of Nayru, Watcher’s Staff (can’t be 
  flanked) 
  5 
  +2 
  +3 
  +1 
  +4 
  +1 
   
   
  6 
  +3 
  +3 
  +2 
  +5 
  +2 
  +3 
  Staff of Nayru 
  7 
  +3 
  +4 
  +2 
  +5 
  +2 
   
  Watcher’s Staff (+1 to Defense) 
  8 
  +4 
  +4 
  +2 
  +6 
  +2 
  +4 
  Second Sight 
  9 
  +4 
  +4 
  +3 
  +6 
  +3 
   
   
  10 
  +5 
  +5 
  +3 
  +7 
  +3 
  +4 
  Watcher’s Staff (+2 to Defense), Nayru’s 
  Decree 
  
   
   
  127
  prevented by her devotion from allocating magic 
  points gained from this class into pools other 
  than those of Light and Water. The Lawmaster 
  may continue to use and allocate magic points 
  from other classes into other pools as normal. At 
  each level, the lawmaster can learn any three 
  spells of his choice from the Light or Water 
  Aspects, which are no higher than half the sum 
  of his lawmaster and wizzrobe levels (rounded 
  upwards). Additional spells from the Light or 
  Water Aspects may be researched by expending 
  experience points and rupees as normal. 
  Watcher’s 
  Staff 
  (Su): 
  The 
  staff 
  of 
  the 
  lawmaster is the focus of most of the power of 
  Nayru. As the lawmaster gains more favor with 
  Nayru, his staff becomes semi-sentient, watching 
  out for him. It provides the Uncanny Dodge (as 
  per the drifter class) ability as long as the 
  lawmaster holds the staff. If the lawmaster 
  already possesses Uncanny Dodge as a class 
  ability from a previous class, then the staff 
  provides the benefits of Improved Uncanny 
  Dodge.  If the lawmaster already possesses 
  Improved Uncanny Dodge, the staff provides an 
  additional +1 enhancement bonus to Defense.   
  Purity of Nayru (Sp): Nayru grants the full 
  power of Light to the lawmaster; specifically its 
  ability to purify an area. The lawmaster may 
  turn/destroy undead at his current lawmaster 
  levels. 
  Staff of Nayru (Su): The staff of Nayru is ever 
  watchful, protecting his faithful. The lawmaster 
  may expend 4 magic points from his Water pool 
  to use his Combat Expertise feat to grant the 
  bonus to any other ally within 30 feet. This ability 
  can only be used while the lawmaster carries his 
  staff, and lasts for a number of rounds equal to 
  the lawmaster’s number of lawmaster class 
  levels. 
  Second Sight (Sp): The lawmaster can show 
  others the future with the power of Nayru. As a 
  full round action, the lawmaster may expend 4 
  magic points from his Light pool and concentrate; 
  any and all allies within 50 feet gain a +2 insight 
  bonus to attacks and defense this round. 
  Nayru’s Decree (Sp): Nayru’s word is the law. 
  As a full round action, the lawmaster may expend 
  all of his remaining magic points to dispel all 
  magic within 50 feet. In addition, every enemy 
  must make a Fortitude save (DC 5 + magic 
  points spent) or be stunned for 1d4 rounds. 
  Leaguer 
  The zorans are renowned as the world’s most 
  proficient swimmers, and with good cause. The 
  aquatic race of zorans has always lived within the 
  rivers, lakes, streams, and oceans of the world. 
  The zoran leaguer is the ultimate swimmer, and 
  even other zorans marvel at the leaguer’s speed 
  and grace in the water. Leaguers are the best 
  swimmers within a zoran culture or habitat. Their 
  swimming abilities are held in high regard by all 
  other zorans, not to mention other races. 
  Leaguers 
  have 
  no 
  formal 
  association 
  or 
  infrastructure. They have no use or need of one – 
  for them, nothing is as important as their 
  freedom in the endless blue of the waters. 
  Hit Die: d6 
  Requirements 
  Race: Zora. 
  Base Attack Bonus: +3 
  Swim: 6 ranks 
  Feats: Endurance 
  Class Skills 
  The leaguer’s class skills (and the key abilities for 
  each) are Balance (Dex), Craft (Int), Move 
  Silently (Dex), Profession (Wis), Survival (Wis), 
  Swim (Str). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A leaguer is 
  proficient in all simple weapons and shields, but 
  not armor. 
  Increase Speed (Ex): The leaguer is truly a 
  marvel of grace and speed in the water. Starting 
  at 1st level, the leaguer may increase his 
  swimming speed by +5 ft. Every two levels, the 
  leaguer may add an additional +5 ft. to his 
  swimming speed.  
  Aqua Familiarity (Ex): The leaguer is more 
  comfortable deep below the surface of the water 
  than anywhere else. Whenever a leaguer is 
  engaged in combat underwater, he may spend 
  up to 2 magic points to add a +1 enhancement 
  bonus to attack rolls, Swim checks, Bluff checks 
  (for feinting only), Defense, or damage rolls. For 
  every additional 2 magic points spent, the 
  leaguer may increase the enhancement bonus by 
  +1, up to maximum of +5.  The bonuses last for 
  a number of rounds equal to the number of 
  leaguer levels the leaguer possesses. 
  Table 8-11: Leaguer Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +1 
   
  Increase Speed +5 ft., Aqua Familiarity 
  2 
  +1 
  +2 
  +3 
  +0 
  +2 
   
  At Home in the Water 
  3 
  +2 
  +2 
  +3 
  +1 
  +2 
   
  Increase Speed +10 ft. 
  4 
  +3 
  +2 
  +4 
  +1 
  +2 
  +2 
  Deep Leaguer 
  5 
  +3 
  +3 
  +4 
  +1 
  +3 
   
  Increase Speed +15 ft. 
  
   
   
  128
  At Home in the Water (Ex): Leaguers are truly 
  at home in the water. A leaguer may add his 
  number of leaguer levels to all Survival and Swim 
  checks made in or in relation to any type of 
  aquatic environment.   
  Deep Leaguer (Ex): Diving into the depths of 
  the world’s waters is part of what makes a 
  leaguer what she is. Starting at 4th level, a 
  leaguer may dive to double the normal allowable 
  depths before suffering any penalties or damage 
  for high-pressure effects (see pg. 86 in the Game 
  Master’s Guide). 
  Minstrel 
  The zorans love music. They embrace music as 
  an aspect of their daily lives, and very few zorans 
  lack the ability to create music in some form or 
  another. The zoran minstrel is the virtuoso of her 
  peoples – a masterful weaver of music and 
  harmony into a single force. Zoran minstrels are 
  the most talented of their race’s performers, 
  often composing legendary ballads, poems, and 
  songs that live on long after the zoran composer 
  has vanished from the world. Zoran minstrels use 
  the power of their music and their artistic abilities 
  to aid them in their adventures across the world. 
  Often, they adventure for inspiration for their 
  next epic work. After all, epic adventures create 
  epic works of art. 
  Hit Die: d6 
  Requirements 
  Race: Zora 
  Concentration: 6 ranks 
  Craft (Musical Instrument): 6 ranks 
  Perform: 9 ranks 
  Performances: The zoran must have at least 
  three performances 
  Class Skills 
  The minstrel’s class skills (and the key abilities 
  for each) are Appraise (Int), Concentration 
  (Con), Craft (Int), Listen (Wis), and Perform 
  (Cha). 
  Skill Points at Each Additional Level: 4 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A minstrel 
  gains 
  no 
  additional 
  weapon 
  or 
  armor 
  proficiencies. 
  Water Channeling (Su): A minstrel is naturally 
  at home in the water. Likewise, they are 
  naturally attuned to the Aspect of Water, and 
  find themselves naturally able to draw upon it 
  easier for their magical empowerment. Whenever 
  a minstrel uses magic points from the Water pool 
  to fuel any performances, she may count the 
  number of magic points spent as doubled to 
  determine performance effects, or to meet 
  performance expenditure. 
  Performance: The minstrel gains performances. 
  She may choose a single performance from those 
  she is eligible for at 2nd level, and another 
  performance every two levels thereafter. 
  Encore (Ex): The minstrel is a master of 
  performances. Once per day, the minstrel may 
  choose any single performance and use it a 
  second time that same day, at no magic point 
  cost. The performance is activated at exactly the 
  same strength the first one was, and the minstrel 
  may select which performance she wishes to 
  encore at any time. Thus, a minstrel who 
  performs two performances in a day may repeat 
  one of those performances again the same day at 
  no magic point cost. 
  Epic 
  Ballad 
  (Ex): 
  As 
  the 
  minstrel 
  gains 
  experience and artistic ability, her works of song 
  and music become more powerful and grandiose. 
  Starting at 3rd level, the minstrel may choose 
  any performance she knows and enhance it. 
  From then on, she may perform the performance 
  without question. Thus, the minstrel does not 
  have to make any rolls of any kind to activate the 
  performance. She may activate and start it 
  successfully at will as a standard action. In 
  addition, 
  the 
  minstrel 
  may 
  maintain 
  the 
  performance indefinitely without a check. The 
  minstrel may end the song when she chooses. 
  She may choose another performance to enhance 
  as an epic ballad every two levels thereafter. 
  Renown (Ex): The minstrel gains fame and 
  notoriety as word and lore of her deeds begin to 
  circulate. The minstrel may add her minstrel level 
  as a bonus to any Perform checks she makes. 
  Table 8-12 Minstrel Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
   
  Water Channeling 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +2 
  Performance 
  3 
  +2 
  +1 
  +2 
  +3 
  +1 
   
  Encore, Epic Ballad 
  4 
  +3 
  +1 
  +2 
  +4 
  +1 
  +3 
  Performance 
  5 
  +3 
  +1 
  +3 
  +4 
  +1 
   
  Renown, Epic Ballad 
  6 
  +4 
  +2 
  +3 
  +5 
  +2 
  +3 
  Performance 
  7 
  +5 
  +2 
  +4 
  +5 
  +2 
   
  Accompaniment, Epic Ballad 
  8 
  +6 
  +2 
  +4 
  +6 
  +2 
  +4 
  Performance 
  9 
  +6 
  +3 
  +4 
  +6 
  +3 
   
  Masterpiece, Epic Ballad 
  10 
  +7 
  +3 
  +5 
  +7 
  +3 
  +4 
  Performance 
  
   
   
  129
  Accompaniment (Su): The minstrel’s voice is a 
  powerful tool, but when accompanied by an 
  instrument of her own make and craftsmanship, 
  the minstrel’s performances are that much more 
  potent. To use this ability the minstrel must play 
  her musical instrument in accompaniment with 
  her performance. The instrument must have 
  been handcrafted by the minstrel and consist of 
  materials costing no less than 500 rupees. A 
  Craft check must be made (DC 20) to actually 
  construct the instrument. The minimum time for 
  the construction of the instrument is one week, 
  though the GM may feel fit to adjust this up or 
  down depending upon the actual plans for 
  construction 
  and 
  role-playing 
  circumstances. 
  Using this ability grants the minstrel the ability to 
  double the numerical values of her performances. 
  Thus, a performance that would normally grant a 
  +1 morale bonus to all attack rolls to all allies 
  within 30 ft. of the minstrel would now grant a 
  +2 morale bonus to attack rolls to all allies within 
  60 feet of the minstrel. 
  Masterpiece (Ex): The minstrel eventually 
  succeeds at creating her own masterpiece song 
  that is as unique to her as her very soul. At ninth 
  level, the minstrel may construct her own unique 
  performance and add it to her known list of 
  performances. 
  The 
  construction 
  of 
  the 
  performance requires that the player of the 
  minstrel follow the guidelines similar to other 
  performances of a similar nature. As always, the 
  GM must approve the final version of the 
  performance. The GM is encouraged to work 
  carefully with the player in creating the minstrel’s 
  masterpiece to make sure that it is properly 
  balanced for play. 
  Orator 
  Some people have an innate ability to connect 
  with others around them, winning them to their 
  cause, imparting their ideas, and inspiring them 
  to follow their wishes. These people seem to 
  know exactly what to say, and how to say it, 
  regardless of the situation. Those with this gift 
  are truly the movers and shakers of the world, 
  and depending upon the focus of the individual, 
  such a talent can drastically alter the fate of life 
  itself. 
  Hit Die: d6 
  Requirements 
  Diplomacy: 8 ranks. 
  Innuendo: 8 ranks. 
  Sense Motive: 8 ranks. 
  Feats: Leadership, Iron Will, Spell Penetration 
  (Enchantment). 
  Aspects: Magic points allocated to Spirit only. 
  Special: Must know six or more languages. 
  Class Skills 
  The orator’s class skills (and the key abilities for 
  each) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (nobility & Royalty) 
  (Int), 
  Knowledge 
  (Tri-Force) 
  (Int), 
  Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), 
  Speak Language (None), Spellcraft (Int), Use 
  Magical Device (Cha). 
  Skill Points per Level: 6 + Int bonus.  
  Class Features 
  Armor and Weapon Proficiencies: The orator 
  does not gain any weapon or armor proficiencies. 
  Spirit Specialization: The orator shuns all 
  magic other than that in the Spirit Aspect. The 
  orator cannot use spells from any other magic 
  list, unless they also appear in the Spirit pool, 
  nor can they allocate magic points to any other 
  Aspect than Spirit, even if the magic points is 
  from another class, or from their latent pool. For 
  this devotion, any mind-affecting Enchantment 
  spell they cast ignores the first 5 points of spell 
  resistance on the target. At each level, the orator 
  can learn any three spells of his choice from the 
  Spirit Aspect, which are no higher than half the 
  sum of his orator and wizzrobe levels level 
  (rounded up). Additional spells from the Spirit 
  Aspect 
  may 
  be 
  researched 
  by 
  expending 
  experience points and rupees as normal. 
  Subliminal Suggestion (Sp): Sometimes, the 
  orator needs to plant a suggestion in the minds 
  of his audience without anyone noticing, or get 
  around language barriers and other distractions. 
  By spending 4 Spirit magic points, the orator can 
  make a single suggestion effect subliminal. If the 
  orator succeeds on a Bluff check (DC = 10 + 
  spell level), the suggestion effect is implanted 
  subliminally, 
  even 
  if 
  the 
  targets 
  do 
  not 
  Table 8-13: Orator Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
  +2 
  Spirit Specialization 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +3 
  Subliminal Suggestion 
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
  +3 
   
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +4 
  Steely Gaze 
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
  +4 
   
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +6 
  Sonic Tirade 
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
  +6 
   
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +8 
  Majestic Command 
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
  +8 
   
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
  Awesome Demeanor 
  
   
   
  130
  understand the orator, or there are other 
  distractions. In addition, a Sense Motive check 
  (DC 10 + Orator’s Bluff check result) is required 
  by anyone to spot the suggestion attempt. Note 
  that if the distraction to the audience is 
  significant enough, the orator may need to make 
  a 
  Concentration 
  check 
  to 
  prevent 
  being 
  distracted. 
  Steely Gaze (Su): Just a look is all that is 
  required to peer right into the core of someone, 
  holding them rigid with fear. The orator may 
  spend 4 Spirit magic points and look at a single 
  target. They are affected by a hold person spell 
  as if cast by a caster equal to the orator’s class 
  level. This is a gaze attack, and may be 
  prevented or redirected as such. 
  Sonic Tirade (Sp): The words of an orator are 
  also their weapons, and they may become deadly 
  at a moment’s notice. By spending 4 Spirit magic 
  points, the orator may attack with his voice, 
  causing 1d4 sonic damage per orator level to 
  anyone within a 30-foot cone of the orator. The 
  orator may direct his tirade to either affect, or 
  ignore targets of a single focus with the area of 
  affect. 
  Majestic Command (Sp): The orator has such 
  presence and bearing, that almost any command 
  they make is followed instinctively by their 
  audience. By spending 4 Spirit magic points, the 
  orator may make a single command, no longer 
  than a single sentence. Anyone hearing the 
  command must make a Will Save (DC 10 + the 
  orator’s class level) or follow the command 
  without hesitation or question, even if it involves 
  personal harm to the target, or conflicts with 
  other commands. Targets ordered to die or to kill 
  themselves would instead fall unconscious for a 
  single round should they fail the Will save, but 
  are otherwise unharmed. 
  Awesome Demeanor (Sp): The orator has an 
  aura of awesome power around them, causing 
  almost everyone who sees them to be fascinated 
  for 1d6 rounds if they fail a Will save (DC 5 + 
  orator’s class level). 
  Pirate of the Great Sea 
  In the vastness of the Great Sea, there sails a 
  type of pirate far more fearless and daring than 
  any 
  other 
  pirate 
  known. 
  These 
  daring 
  swashbucklers, known as the pirates of the Great 
  Seas, are notorious for their bravery, incredible 
  skills as sailors, and merciless pursuit of all 
  enemies. Pirates of the Great Sea rule the region 
  aboard their mighty ships, trading in cargo, loot 
  and more as they make their way back and forth 
  across the enormous expanse of the endless 
  waters of the Great Sea. Some are ruthless 
  tyrants who loot and pillage for the sheer thrill of 
  it. Others are oddly noble souls who adhere to a 
  strangely honorable code of pirate ethics that 
  include: Never stealing from those who do not 
  deserve it, never harm others unless necessary, 
  and never cause injury or deceit to the innocent. 
  Yet, there are others who simply roam the Great 
  Sea, searching for the next target, be it a fat 
  merchant ship or a small shop ship, to raid and 
  plunder to their pirate’s heart content. In all the 
  Great Sea, these pirates are the true rulers, 
  going where they wish, when they wish, and 
  creating ever-changing territorial boundaries that 
  are contested by others of their kind. 
  Hit Die: d8 
  Requirements 
  Base Attack Bonus: +5 
  Balance: 3 ranks 
  Climb: 5 ranks 
  Profession (sailor): 5 ranks 
  Survival: 5 ranks 
  Swim: 5 ranks 
  Use Rope: 3 ranks 
  Feats: Great Sea Waker 
  Class Skills 
  The class skills for the pirate of the great sea 
  (and the key abilities for each) are: Appraise 
  (Int), Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Use Rope (Dex), Intimidate (Cha), 
  Profession (Wis), Survival (Wis), Swim (Str). 
  Skill Points at Each Level: 4 + Int bonus. 
  Table 8-14: Pirate of the Great Sea Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +2 
   
  Expert Sailor 
  2 
  +1 
  +2 
  +3 
  +0 
  +3 
   
  Ship Familiarity, Sneak Attack +1d6 
  3 
  +2 
  +2 
  +3 
  +1 
  +3 
   
  Speed Sailing, In the Rigging 
  4 
  +3 
  +2 
  +4 
  +1 
  +4 
  +2 
  Expert Sailor 
  5 
  +3 
  +3 
  +4 
  +1 
  +4 
   
  Hoist the Flag 
  6 
  +4 
  +3 
  +5 
  +2 
  +5 
   
  Inspire Crew, Blood on the Water, Sneak 
  Attack +2d6 
  7 
  +5 
  +4 
  +5 
  +2 
  +5 
   
  Expert Sailor 
  8 
  +6 
  +4 
  +6 
  +2 
  +6 
  +3 
  Dread Reputation 
  9 
  +6 
  +4 
  +6 
  +3 
  +6 
   
  To the Limit 
  10 
  +7 
  +5 
  +7 
  +3 
  +7 
   
  Expert Sailor, legendary Pirate, Sneak Attack 
  +3d6 
  
   
   
  131
  Class Features 
  All of the following are class features of the pirate 
  of the Great Sea prestige class. 
  Expert Sailor (Ex): As a pirate of the Great Sea 
  gains experience sailing the Great Sea, he gains 
  a greater understanding of his control over his 
  vessel. At first level, the pirate of the Great Sea 
  gains a +2 competence bonus to Profession 
  (sailor) or Survival checks. Only one skill may be 
  chosen per interval. The pirate receives another 
  +1 competence bonus to apply where desired 
  every three levels thereafter. 
  Ship Familiarity (Ex): A pirate of the Great Sea 
  becomes intimately familiar with ships of all kinds 
  and types. A pirate of the Great Sea is 
  considered proficient when using tools or pieces 
  of ship equipment as weapons. He does not 
  suffer the –4 penalty to attack rolls for not being 
  proficient with the weapon. Examples of ship 
  tools or equipment might include belaying pins, 
  nets, rigging weights, gaffs, and anchors. Other 
  tools and equipment are subject to the GM’s 
  discretion. 
  Sneak Attack (Ex): The best time to strike is 
  when the enemy is weakest. In combat, a 
  pirate's greatest chance of survival lies in 
  pinpointing an enemy’s weakness and exploiting 
  it. Any time a pirate’s target would be denied his 
  Dexterity bonus to Defense or when the pirate 
  flanks the target, the pirate’s attack deals an 
  additional damage. Every four levels, starting 
  with the second, the pirate deals an additional 
  +1d6 points of damage. This damage is not 
  multiplied on a successful critical hit. Ranged 
  attacks may count as sneak attacks as long as 
  the target is within 30 feet. With an unarmed 
  attack (or a weapon meant to subdue instead of 
  kill), the pirate may attempt a sneak attack that 
  deals 
  subdual 
  damage 
  rather 
  than 
  lethal 
  damage. However, the pirate cannot use a 
  weapon that deals subdual damage to deal lethal 
  damage in a sneak attack, even with the 
  standard –4 penalty. In order to use the sneak 
  attack, the pirate must be attacking something 
  with a discernible anatomy. Undead, plants, 
  oozes, constructs, and incorporeal creatures are 
  immune to sneak attacks. 
  Speed Sailing (Ex): The pirate of the Great Sea 
  knows how to get the most out of his ship. When 
  steering and controlling a ship at sea, the pirate 
  of the Great Sea may increase the ship’s speed 
  by half its base movement rate at no penalty. 
  In the Rigging (Ex): A pirate of the Great Sea’s 
  ability to maneuver on board ship is honed to 
  perfection. Anytime you are climbing the rigging 
  of your ship, you may move your base speed at 
  no penalty with a successful Climb check. In 
  addition, you may climb and make attacks 
  without provoking attacks of opportunity while in 
  the rigging. You may also move by swing on 
  ropes or sails and pulleys up to your base speed 
  per round up to maximum distance depending on 
  the length of the object you are swinging from. 
  Inspire crew (Ex): Your reputation as a pirate of 
  the Great Sea has grown so powerful that you 
  inspire leadership from those who follow you. 
  Whenever you lead any amount of crew loyal to 
  you in battle, all allied crew gain a +1 morale 
  bonus to attack rolls, saves, and Defense per 
  member fighting with you. This ability affects any 
  crewmembers that have visual contact with you 
  in some form. 
  Blood on the Water (Ex): Even on the listing 
  and rolling deck of a ship, a pirate of the Great 
  Sea is able to fight to the best of his ability. 
  Regardless of the stability of the deck (bad 
  storm, choppy waters, heaving ship, etc), you 
  suffer no penalties in combat. In addition, while 
  in combat on board a ship while the sea and deck 
  are calm, you gain a +2 bonus to attack rolls and 
  Defense. 
  Dread Reputation (Ex): Over time a pirate of 
  the Great Sea gains a reputation either as a 
  fierce conqueror, or a noble warrior. As a result, 
  it becomes much more difficult to intimidate you. 
  All Intimidate checks made against you are made 
  at +2 to the DC per level of pirate of the Great 
  Sea you possess. This ability also allows the 
  pirate to purchase any ships or ship tools and 
  equipment at only ¾ the normal listed or asking 
  price. 
  To the Limit (Ex): Your skill with ships is 
  unparalleled. Starting at 9th level, you may 
  temporarily take measures to increase your 
  ship’s speed well above normal means. By 
  passing a Profession (sailor) check (DC 20), you 
  may increase your ship’s movement up to 4 
  times its normal speed. This lasts for one hour 
  per pirate of the Great Sea class level and is 
  usable once per day. 
  Legendary Pirate (Ex): Through a career of 
  pirating, the pirate of the Great Sea has become 
  the ultimate pirate and warrior of the seas. At 
  10th level, the pirate of the Great Sea may now 
  add his number of Profession (sailor) ranks to 
  any saves made while on board ship. In addition, 
  he may use his save instead of the ship’s saves 
  for 
  attacks 
  made 
  against 
  the 
  ship 
  when 
  determining the result of attacks made against 
  the ship that the pirate of the Great Sea is 
  controlling. To do so requires the pirate of the 
  Great Sea to be at helm of the ship under attack 
  at the time of the attack. 
  Pyromancer 
  The pyromancer specializes in the Aspect of Fire 
  magic, to the degree that he becomes one with 
  the element of fire itself. He can stare into the 
  flames, and understand the underlying pattern 
  that flickers within, revealing the secrets of the 
  chaotic destruction burning away existence. The 
  pyromancer alone knows the true meaning of the 
  
   
   
  132
  blaze, and how it can be nurtured, employed, 
  cherished, and protected. He understands why 
  the flickering tendrils invoke such passion and 
  emotion. He understands that he is the flame!  
  Hit Die: d8 
  Requirements 
  Concentration:  8 ranks. 
  Spellcraft: 8 ranks. 
  Feats: Spell Focus (Evocation), Spell Penetration 
  (Evocation). 
  Aspects: Magic points allocated to Fire only. 
  Class Skills 
  The pyromancer’s class skills (and the key 
  abilities for each) are Concentration (Con), Craft 
  (Int), Intimidate (Cha), Knowledge (Tri-Force) 
  (Int), Profession (Wis), Spellcraft (Int). 
  Skill Points per Level: 2 + Int bonus.  
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  pyromancer does not gain any additional weapon 
  or armor proficiencies. 
  Fire Specialization: The pyromancer shuns all 
  magic other then that in the Fire magic. The 
  pyromancer cannot use spells from any other 
  Aspect, unless they also appear in the Fire 
  Aspect, nor can they allocate magic points to any 
  other Aspect than Fire, even if the magic points 
  is from another class, or from their latent pool. 
  For this devotion, they cause +1 damage per 
  dice for any Fire Aspect spells they cast. This 
  ability is unaffected by Elemental Form. At each 
  level, the pyromancer can learn any three spells 
  of his choice from the Fire Aspect, which are no 
  higher than half the sum of his pyromancer and 
  wizzrobe levels (rounded upwards). Additional 
  spells from the Fire Aspect may be researched by 
  expending experience points and rupees as 
  normal. 
  Fire Substitution: The pyromancer may change 
  the energy type of any spell he cast or released 
  from a magic item to be fire.  This does not 
  change the damage done by the spell or magic 
  item effect, though it does change the properties 
  of he energy type.  Thus, a pyromancer wielding 
  a weapon that dealt acid damage could change 
  the weapon’s bonus energy damage type from 
  acid to fire. This ability is unaffected by 
  Elemental Form. 
  Fire Immunity (Ex): The pyromancer becomes 
  immune to all forms of fire, magical or non-
  magical. This ability is superseded when the 
  Pyromancer takes Elemental Form. 
  Fire Shield (Su): The pyromancer is affected by 
  a permanent fire shield effect (as per the spell). 
  This ability remains when the pyromancer takes 
  Elemental Form, stacking with Burn. This also 
  negates the double damage from cold attacks, so 
  that the pyromancer only takes normal damage 
  from cold attacks once he has taken Elemental 
  Form. 
  Fire Aura (Su): The pyromancer’s attacks all 
  deal additional fire damage as if they had the 
  flaming magical item property. This is negated if 
  the pyromancer uses any weapon that deals cold 
  damage. This ability stacks with Burn when the 
  pyromancer takes Elemental Form. 
  Elemental 
  Form 
  (Su): 
   
  The 
  pyromancer 
  permanently becomes a fire elemental, changing 
  his type to outsider, and gaining all the abilities 
  of a fire elemental of Hit Dice equivalent to the 
  pyromancer’s class level, including becoming a 
  fire 
  subtype. 
  The 
  effects 
  of 
  the 
  earlier 
  pyromancer abilities also change when he takes 
  Elemental Form (see individual abilities). 
  Scavenger 
  Tokay are curious and adaptable, despite their 
  primitive technology and intellect. They will 
  always seek to explore and gather anything 
  vaguely interesting, and will always find a use for 
  their bric-a-brac, even if it wasn’t what the user 
  originally intended. This outlook has got them 
  into many tricky situations, but has also pulled 
  them out of such situations relatively intact. 
  Hit Die:  d6  
  Requirements 
  Race: Tokay. 
  Appraise: 8 Ranks. 
  Search: 8 Ranks. 
  Spot: 8 Ranks. 
  Feats: Improved Initiative. 
  Table 8-15: Pyromancer Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
  +2 
  Fire Specialization 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +3 
  Fire Substitution 
  3 
  +1 
  +2 
  +1 
  +3 
  +1 
  +3 
   
  4 
  +2 
  +2 
  +1 
  +4 
  +1 
  +4 
  Fire Immunity 
  5 
  +2 
  +3 
  +1 
  +4 
  +1 
  +4 
   
  6 
  +3 
  +3 
  +2 
  +5 
  +2 
  +6 
  Fire Shield 
  7 
  +3 
  +4 
  +2 
  +5 
  +2 
  +6 
   
  8 
  +4 
  +4 
  +2 
  +6 
  +2 
  +8 
  Fire Aura 
  9 
  +4 
  +4 
  +3 
  +6 
  +3 
  +8 
   
  10 
  +5 
  +5 
  +3 
  +7 
  +3 
  +10 
  Elemental Form 
  
   
   
  133
  Class Skills 
  The scavenger’s class skills (and the key abilities 
  for each) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Craft (Int), Disable Device 
  (Int), Hide (Dex), Jump (Str), Move Silently 
  (Dex), Open Lock (Dex), Profession (Wis), 
  Search (Int), Sleight of Hand (Dex), Spot (Wis), 
  Survival (Wis), Swim (Str), Tumble (Dex), Use 
  Magical Device (Cha), Use Rope (Dex). 
  Skill Points at Each Level: 8 + Int bonus. 
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  scavenger gains proficiency with all simple 
  weapons, and with light armor. 
  Inspired Search (Ex): Guided by inspiration 
  and curiosity, the scavenger can find all sorts of 
  things that others would miss, simply because 
  they do not understand the potential within such 
  items. The scavenger may use his Wisdom bonus 
  instead of his Intelligence bonus when using the 
  Appraise and Search skills. In addition, the 
  scavenger will always find at least one item when 
  searching, as long as there is something there to 
  be found regardless of his roll. This item does not 
  have to be useful or valuable. 
  Procure (Ex): The scavenger can always get his 
  hand on the right thing at the right time, when 
  the group needs it most. Starting at 2nd level, 
  the scavenger can obtain a single item he 
  desires, at a cost of a number of XP equal to the 
  rupee cost of the item. The scavenger must be 
  able to reasonably acquire the item from either 
  his environs or his contacts for this ability to 
  work. The scavenger may use this ability once 
  per week, and an additional time per week for 
  every three levels afterwards. 
  Uncanny Dodge (Ex): Starting at 3rd level, the 
  scavenger retains his Dexterity bonus to Defense 
  even when caught flat-footed or struck by 
  invisible attackers.  If you already possess 
  Uncanny Dodge as a class ability from a previous 
  class, you gain the benefit of Improved Uncanny 
  Dodge (see below).  If you already posses 
  Improved Uncanny Dodge, you receive a +1 
  competence bonus to Defense. 
  Inventive Application (Ex): The scavenger is 
  adept at seeing uses in objects, even if they are 
  not what the item was intentionally designed for. 
  He may use his Wisdom bonus instead of his 
  Intelligence bonus when using the Disable Device 
  skill. In addition, he may use any object as if it 
  was an entirely different object for one use only. 
  After this use, the item is destroyed. The 
  scavenger must have an item to use this ability. 
  For example, the scavenger can use some 
  traveling robes as 50’ of rope, a dagger as a door 
  spike, or even a mirror as a hammer. 
  Improved Uncanny Dodge (Ex): At 6th level, 
  the scavenger is never considered flanked, and 
  retains his Dexterity bonus to Defense. This 
  negates the ability of another character with 
  sneak attack capabilities of using a flanking to 
  sneak attack the scavenger, unless they are at 
  least four levels higher than the scavenger is.  If 
  you already posses Improved Uncanny Dodge, 
  you receive a +1 competence bonus to Defense 
  (this bonus may stack with the one granted from 
  3rd level; see above). 
  Impromptu 
  Construction 
  (Ex): 
  Using 
  miscellaneous items he has in his possession, the 
  scavenger may build almost anything. The 
  scavenger may use his wisdom bonus instead of 
  his Intelligence bonus when using the Craft skill. 
  In addition, he may craft anything in 25% of the 
  time, even without the proper materials or tools, 
  but it only last for 1d6 days or uses before falling 
  apart and destroying all the materials. The 
  scavenger must have at least some materials of 
  the same mass as the construction in order to 
  use 
  this 
  ability. 
  For 
  example, 
  the 
  tokay 
  scavenger may use a pile of rags to construct a 
  ladder, or rusted longswords to construct a 
  bridge provided he has enough of the materials 
  (no less than ¾ of the same amount of materials 
  necessary). 
  Evasion (Ex): Anytime a scavenger is forced to 
  make a Reflex save for half damage, successful 
  save results in no damage taken.  Scavengers 
  are well trained in keeping themselves out of 
  harm’s way, even in the direst circumstances. 
  Desperate Measures (Ex):  When it comes to 
  the crunch, the scavenger can use almost 
  anything as a weapon. The scavenger can use 
  any item to make a ranged or melee attack. The 
  attack causes damage as an unarmed attack of 
  Table 8-16: Scavenger Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +2 
   
  Inspired Search 
  2 
  +1 
  +2 
  +3 
  +0 
  +3 
   
  Procure (1/week) 
  3 
  +2 
  +2 
  +3 
  +1 
  +3 
   
  Uncanny Dodge 
  4 
  +3 
  +2 
  +4 
  +1 
  +4 
  +2 
  Inventive Application 
  5 
  +3 
  +3 
  +4 
  +1 
  +4 
   
  Procure (2/week) 
  6 
  +4 
  +3 
  +5 
  +2 
  +5 
   
  Improved Uncanny Dodge 
  7 
  +5 
  +4 
  +5 
  +2 
  +5 
   
  Impromptu Construction 
  8 
  +6 
  +4 
  +6 
  +2 
  +6 
  +3 
  Procure (3/week) 
  9 
  +6 
  +4 
  +6 
  +3 
  +6 
   
  Evasion 
  10 
  +7 
  +5 
  +7 
  +3 
  +7 
   
  Desperate Measures 
  
   
   
  134
  the item’s size, except that the damage is normal 
  rather then subdual. The scavenger counts as 
  armed 
  while 
  making 
  this 
  attack, 
  and 
  is 
  considered proficient with the attack (does not 
  suffer the -4 penalty for not being proficient with 
  the weapon). After the attack, the item is 
  automatically destroyed. The scavenger must 
  have an item on his person for this ability 
  to work. 
  Shadowmaster 
  The shadowmaster specializes in the 
  powers 
  of 
  darkness, 
  twilight, 
  and 
  shadow. He controls what we can see 
  in the gloom, and what is hidden 
  from our sights. More than 
  this, 
  the 
  shadowmaster 
  knows the secrets of the 
  shadows themselves, that 
  shadow isn’t merely the 
  absence of light, but is a 
  potent and living entity in 
  it’s own right. Moreover, 
  armed 
  with 
  this 
  knowledge, he can call 
  upon the shadows to do 
  his bidding, unseen from 
  the eyes of mortals. 
  Hit Die: d6 
  Requirements 
  Hide: 8 ranks. 
  Intimidate: 8 ranks. 
  Move Silently: 8 ranks. 
  Feats: Blind-Fight; Spell Focus (Illusion) 
  Aspects: Magic points allocated to Shadow only. 
  Class Skills 
  The shadowmaster’s class skills (and the key 
  abilities for each) are Bluff (Cha), Craft (Int), 
  Disguise (Cha), Forgery (Int), Hide (Dex), 
  Intimidate (Cha), Knowledge (Tri-Force) (Int), 
  Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Spot (Wis), Spellcraft (Int). 
  Skill Points per Level: 6 + Int bonus. 
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  shadowmaster gains proficiency in all simple 
  weapons. 
  Shadow 
  Specialization: 
  The 
  shadowmaster 
  shuns 
  all 
  magic 
  other 
  then 
  Shadow magic. The shadowmaster cannot use 
  spells from any other Aspect, unless they also 
  appear in the Shadow Aspect, nor can they 
  allocate magic points to any other Aspect than 
  Shadow, even if the magic points is from another 
  class, or from their latent pool. For this 
  sacrifice, 
  all 
  illusions 
  cast 
  by 
  the 
  shadowmaster have their save DCs 
  increased by +2. At each level, the 
  shadowmaster can learn any three 
  spells of his choice from the 
  Shadow Aspect, which are no 
  higher than half the sum of 
  his 
  shadowmaster 
  and 
  wizzrobe levels (rounded 
  upwards). 
  Additional 
  spells from the Shadow 
  Aspect may be researched 
  by expending experience 
  points 
  and 
  rupees 
  as 
  normal. 
  Shadow Haze (Su): The 
  shadowmaster is imbued 
  with a permanent blur 
  effect. 
   
  This 
  effect 
  is 
  considered to function at 
  a caster level equal to the 
  shadowmaster’s 
  class 
  level. 
  Shadow Self (Su): The 
  shadowmaster is imbued with a permanent 
  mirror image effect that causes him to be 
  surrounded by two duplicates. If these duplicates 
  are hit, they will wink out for five rounds. This 
  effect is considered to function at a caster level 
  equal to the shadowmaster’s class level.  
  Shadow Master (Sp): The shadowmaster has a 
  natural control over Shadows. Starting at 6th 
  level, the shadowmaster may to rebuke/control 
  shadows at his current shadowmaster level. 
  Shadow Call (Sp): The shadowmaster may 
  spend 15 magic points from his Shadow pool and 
  summon a Shadow, similar to a summon 
  monster 
  spell. 
  This 
  shadow 
  is 
  under 
  the 
  shadowmaster’s 
  control, 
  but 
  may 
  be 
  turned/rebuked/controlled normally. 
  Table 8-17: Shadowmaster Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
  +2 
  Shadow Specialization 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +3 
  Shadow Haze 
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
  +3 
   
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +4 
  Shadow Self 
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
  +4 
   
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +6 
  Shadow Master 
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
  +6 
   
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +8 
  Shadow Call 
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
  +8 
   
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +10 
  Shadow Cloak 
  
   
   
  135
  Shadow Cloak (Su): The shadowmaster can 
  summon a permanent Shadow companion, which 
  he can wear around him like a cloak. The Shadow 
  is 
  completely 
  under 
  the 
  control 
  of 
  the 
  shadowmaster, and cannot be turned or rebuked, 
  even by other shadowmasters. While worn as a 
  cloak, the Shadow grants the shadowmaster 
  damage reduction 5/magic, and can attack in 
  melee with a –4 penalty to attack rolls.  The 
  shadowmaster is immune to the Strength 
  Drain of his own Shadow Cloak. 
  Sheikah 
  Safeguarding the lands they inhabit, the 
  sheikah have always existed on the fringe. 
  An 
  ancient 
  organization 
  dedicated 
  to 
  safeguarding those who have earned the 
  sheikah’s loyalty as well as those who 
  stand as champions of the Tri-Force, the 
  sheikah are mysterious and wrapped in 
  shadow. A sheikah is chosen most often by 
  succeeding his mentor. He is then trained in 
  the ways of the sheikah for years, eventually 
  being graced with the mantle of ‘Sheikah’ 
  when the mentor feels the supplicant is 
  prepared for the trials ahead. The sheikah 
  have long served the kingdom of Hyrule, 
  and rumors circulate that all the royal 
  family are trained in some of the 
  sheikah’s secrets during their adolescence. 
  Hit Die: d6 
  Requirements 
  Base Attack Bonus: +5 
  Hide: 4 ranks 
  Listen: 4 ranks 
  Move Silently: 4 ranks 
  Spot: 4 ranks 
  Feats: Alertness, Lightning Reflexes, Dodge, 
  Mobility 
  Aspect: Must have magic points to the Shadow 
  aspect. 
  Special: Must be trained in the ways of the 
  sheikah by a sheikah 
  Class Skills 
  The sheikah’s class skills (and the key abilities for 
  each) 
  are 
  Balance 
  (Dex), 
  Climb 
  (Str), 
  Concentration (Con), Craft (Int), Disguise (Cha), 
  Hide (Dex), Jump (Str), Knowledge (Nobility and 
  Royalty) (Int), Listen (Wis), Move Silently (Dex), 
  Profession (Wis), Search (Int), Sense Motive 
  (Wis), Spot (Wis), Tumble (Dex). 
  Skill Points at Each Additional Level: 6 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  A 
  sheikah gains proficiency in all simple and 
  martial weapons, light and medium armor 
  and shields. 
  Protect the Royal Line (Ex): Whenever 
  the sheikah is in combat with the intent 
  of protecting, defending or saving 
  members of the royal line they have 
  sworn to protect, they receive a +2 
  morale bonus to attack and damage 
  rolls. 
  Royal Bond (Su): The sheikah is the 
  guardian of the royal lines they swear to 
  protect. 
  They 
  take 
  this 
  responsibility 
  seriously to the point of forming a nigh-
  unbreakable bond with a certain member 
  of the line. At 1st level, the sheikah must 
  bond with one member of the royal line 
  (or 
  anyone 
  else 
  so 
  desired) 
  he 
  is 
  protecting. The process of bonding is 
  near instantaneous and the sheikah and 
  the guarded one (as the royal member 
  or ward is known) are bonded until the death of 
  one of them.  From that point on, they both gain 
  a +2 synergy bonus to Bluff and Sense Motive 
  checks while they are within each other’s line of 
  sight; their empathetic bond allows each to share 
  the experiences of the other. In addition, they 
  can each spend one round in deep though and 
  pass a Concentration check (DC 20 – sheikah’s 
  number of sheikah levels) to locate each other. 
  This power works within a 200 ft. radius and 
  alerts them to the general direction (though not 
  necessarily the most direct route) of the other 
  person. 
  Sheikah Stealth (Ex): The sheikah is trained in 
  the arts of stealth and subtlety. Starting at 2nd 
  level, a sneaking sheikah may move more than 
  half his race’s base speed and suffer only a –2 
  penalty.  In addition, the sheikah suffers only –
  10 (instead of the normal –20) to Hide while 
  Table 8-18: Sheikah Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +1 
   
  Protect the Royal Line, Royal Bond 
  2 
  +1 
  +2 
  +3 
  +0 
  +2 
   
  Sheikah Stealth, Sneak Attack +1d6 
  3 
  +2 
  +2 
  +3 
  +1 
  +2 
   
  Uncanny Dodge 
  4 
  +3 
  +2 
  +4 
  +1 
  +2 
  +2 
  Evasion 
  5 
  +3 
  +3 
  +4 
  +1 
  +3 
   
  Opportune Strike 
  6 
  +4 
  +3 
  +5 
  +2 
  +3 
   
  Improved Uncanny Dodge, Sneak Attack +2d6 
  7 
  +5 
  +4 
  +5 
  +2 
  +4 
   
  Sheikah Stealth 
  8 
  +6 
  +4 
  +6 
  +2 
  +4 
  +3 
  Magical Guidance 
  9 
  +6 
  +4 
  +6 
  +3 
  +4 
   
  Linked Evasion 
  10 
  +7 
  +5 
  +7 
  +3 
  +5 
   
  Attack of Shadows, Sneak Attack +3d6 
  
   
   
  136
  running. At 7th level, the sheikah suffers only –5 
  when hiding while running. 
  Sneak Attack (Ex): The best time to strike is 
  when the enemy is weakest. In combat, a 
  sheikah’s greatest chance of survival lies in 
  pinpointing an enemy’s weakness and exploiting 
  it. Any time a sheikah’s target would be denied 
  his Dexterity bonus to Defense or when the 
  sheikah flanks the target, the sheikah’s attack 
  deals an additional 1d6 points of damage.  Every 
  four levels, starting with the second, the sheikah 
  deals an additional +1d6 points of damage.  This 
  damage is not multiplied on a successful critical 
  hit.  Ranged attacks may count as sneak attacks 
  as long as the target is within 30 feet. With an 
  unarmed attack (or a weapon meant to subdue 
  instead of kill), the sheikah may attempt a sneak 
  attack that deals subdual damage rather than 
  lethal damage. However, the sheikah cannot use 
  a weapon that deals subdual damage to deal 
  lethal damage in a sneak attack, even with the 
  standard –4 penalty.  In order to use the sneak 
  attack, the sheikah must be attacking something 
  with a discernible anatomy. Undead, plants, 
  oozes, constructs, and incorporeal creatures are 
  immune to sneak attacks. 
  Uncanny Dodge (Ex): Starting at 3rd level, the 
  sheikah retains his Dexterity bonus to Defense 
  even when caught flat-footed or struck by 
  invisible attackers.  If you already possess 
  Uncanny Dodge as a class ability from a previous 
  class, you gain the benefit of Improved Uncanny 
  Dodge (see below).  If you already posses 
  Improved Uncanny Dodge, you receive a +1 
  competence bonus to Defense. 
  Evasion (Ex): The sheikah’s responsibility is to 
  protect their lieges. They train themselves to be 
  ever alert and sensitive to danger. Any time the 
  sheikah is forced to make a Reflex saving throw 
  to halve the damage taken, the sheikah takes no 
  damage on a successful save. 
  Opportune Strike (Ex): During any round 
  where the sheikah attacks an opponent who is 
  flat-footed and denied their Dexterity bonus to 
  Defense, the sheikah may opt to use the 
  opportune strike instead of a regular sneak 
  attack. 
  This 
  ability 
  allows 
  the 
  sheikah 
  to 
  automatically 
  deal 
  maximum 
  damage, 
  and 
  maximum sneak attack damage, if the sheikah 
  scores a hit. The sheikah must spend 5 magic 
  points from any pool, as he focuses all of his will 
  into a single strike. This damage may be subdual 
  if the sheikah wishes following the normal 
  guidelines for sneak attacks. 
  Improved Uncanny Dodge (Ex): At 6th level, 
  the sheikah is never considered flanked, and 
  retains his Dexterity bonus to Defense. This 
  negates the ability of another character with 
  sneak attack capabilities of using a flanking to 
  sneak attack the sheikah, unless they are at least 
  four levels higher than the sheikah is.  If you 
  already posses Improved Uncanny Dodge, you 
  receive a +1 competence bonus to Defense (this 
  bonus may stack with the one granted from 3rd 
  level; see above). 
  Magical Guidance (Sp): The sheikah are 
  warriors and crafty masters of skills, yet they are 
  also attuned to the ebb and flow of the Tri-Force 
  around them. A sheikah may give a portion of his 
  link to the Tri-Force to protect his guarded one. 
  The sheikah may spend any amount of magic 
  points and add it as an equivalent magical bonus 
  to any single roll or numerical value his guarded 
  one makes or possesses. The sheikah must be 
  within 50 feet of and be able to see the guarded 
  one to do this. For example, Impa is 35 feet 
  away from Princess Zelda. Impa burns 4 of her 
  magic points and chooses to add these to 
  Princess Zelda’s Defense rating, giving Princess 
  Zelda an edge as she flees from the moblin 
  pursuers. 
  Linked Evasion (Su): The bond between the 
  sheikah and the guarded one grows stronger as 
  the sheikah gains more maturity.  At 9th level, 
  the sheikah’s guarded gains the benefits of the 
  sheikah’s Evasion ability anytime they are within 
  100 feet of each other. 
  Attack of Shadows (Su): At the cost of 8 
  magic points from the Shadow pool per strike, 
  the sheikah may imbue his strikes with the 
  essence of shadow magic inflicting +1d4 points 
  of force damage per strike. This is a free action 
  causing the sheikah’s weapons to glow with a 
  dark aura. This ability may be used with the 
  sheikah’s Opportune Strike and Sneak Attack 
  abilities.  This also allows the sheikah to bypass 
  damage reduction -/magic with each imbued 
  attack. 
  Soldier 
  Throughout Hyrule, Termina, and all the lands of 
  the world, there are soldiers. Men and women-at-
  arms who hire themselves out or join a military 
  organization for the opportunity it gives them to 
  do what they do best: fight. Soldiers may not 
  even belong to an organization. They may be 
  independent folk, making their way through life 
  by the skill and grace of their weapons alone. 
  Soldiers 
  may 
  even 
  be 
  those 
  who 
  are 
  disenfranchised with their lives and wish to make 
  a more suitable life by following their own path in 
  life.  Regardless of why a person becomes a 
  soldier, one thing unites all soldiers: They all live 
  and die by their skill at arms. 
  Hit Die: d12 
  Requirements 
  Base Attack Bonus: +5 
  Feats: 
  Power 
  Attack, 
  Cleave, 
  Toughness, 
  Weapon Focus (in any 2 weapons) 
  
   
   
  137
  Class Skills 
  The soldier’s class skills (and the key abilities for 
  each) are Climb (Str), Craft (Int), Intimidate 
  (Cha), Jump (Str), Profession (Wis), Ride (Dex), 
  Swim (Str). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A soldier is 
  proficient in all simple and martial weapons, and 
  all armor and shields. 
  Battle Prowess (Ex): A soldier’s life depends on 
  his ability to survive in combat. Starting at 1st 
  level, a soldier gains a +1 bonus to either attack 
  or damage rolls because of the experience he has 
  accumulated 
  in 
  battle. 
  Every 
  three 
  levels 
  afterwards, the soldier becomes more highly 
  skilled in combat, and may choose to add an 
  additional +1 bonus to either attack or damage. 
  These bonuses stack, though once a bonus is 
  applied, it cannot be switched. 
  Bonus Feat: At each interval, the soldier may 
  choose a bonus feat from the following list: 
  Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Mobility, 
  Spring 
  Attack, 
  Exotic 
  Weapon 
  Proficiency, Combat Expertise, Improved Disarm, 
  Improved Feint, Improved Trip, Whirlwind Attack, 
  Improved Critical, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mounted Combat, Mounted 
  Archery, 
  Trample, 
  Ride-By 
  Attack, 
  Spirited 
  Charge, Point Blank Shot, Far Shot, Precise Shot, 
  Rapid Shot, Shot on the Run, Great Cleave, 
  Improved Bull Rush, Sunder, Quick Draw, Run, 
  Toughness, Weapon Focus. All requirements for 
  each feat must be met by the Soldier as normal. 
  Battle Endurance (Ex): The soldier needs to be 
  a tough and rugged individual in order to survive 
  the rigors of a soldiering life. Starting at 3rd 
  level, the soldier may choose to use his 
  Constitution bonus instead of his Strength bonus 
  for attack and damage rolls. He may freely 
  choose which to use, depending on which 
  provides a greater bonus. 
  Battle Loyalty (Ex): Some soldiers make their 
  way through life as fiercely independent warriors, 
  fighting only for their beliefs. Yet, no soldier is as 
  powerful as one who has joined a lord or cause 
  for 
  which 
  to 
  fight. 
  Whenever 
  a 
  lord 
  or 
  commander of some sort with the same focus 
  employs a soldier, the soldier gains a +2 morale 
  bonus to attack rolls against enemies of his liege. 
  This bonus stacks with all other bonuses. 
  Combat Proven (Ex): Soldiers live their lives on 
  the battlefields and depend on their ability to 
  survive against overwhelming odds. Once per 
  day, when the soldier is damaged or injured, he 
  may choose to disregard a number of points of 
  damage equal to his Constitution score. This 
  damage reduction may be applied to any amount 
  of damage, and may lower massive damage 
  below a risk level. 
  Spellcrafter 
  Spellcrafters are the artists of the arcane arts, 
  able to manipulate the energies of the Tri-Force 
  into rich tapestries of lights, sounds, and effects. 
  Each spell they design is a work of art in its own 
  right, and a wonder to behold. However, not all 
  of the spells created are used merely for their 
  beauty. The magics wielded by the spellcrafter 
  are as deadly as any other is, if not more so. 
  Hit Die:  d4  
  Requirements 
  Concentration: 8 ranks 
  Knowledge (Tri-Force): 8 Ranks 
  Spellcraft: 8 Ranks 
  Feats: Six Custom Spell feats 
  Class Skills 
  The spellcrafter’s class skills (and the key 
  abilities for each) are Concentration (Con), Craft 
  (Int), Knowledge (Tri-Force) (Int), Profession 
  (Wis), Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int bonus. 
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  spellcrafter does not gain any weapon or armor 
  proficiencies. 
  Spells: At each level, the spellcrafter can learn 
  any two spells of his choice from the Aspects 
  they know, which are no higher than half the 
  sum of his spellcrafter and wizzrobe levels 
  (rounded 
  upwards). 
  Additional 
  spells 
  from 
  Aspects they know may be researched by 
  Table 8-19: Soldier Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +0 
   
  Battle Prowess 
  2 
  +2 
  +3 
  +2 
  +0 
  +0 
   
  Bonus Feat 
  3 
  +3 
  +3 
  +2 
  +1 
  +1 
   
  Battle Endurance 
  4 
  +4 
  +4 
  +2 
  +1 
  +1 
  +2 
  Battle Prowess 
  5 
  +5 
  +4 
  +3 
  +1 
  +1 
   
  Bonus Feat 
  6 
  +6 
  +5 
  +3 
  +2 
  +2 
   
  Battle Loyalty 
  7 
  +7 
  +5 
  +4 
  +2 
  +2 
   
  Battle Prowess 
  8 
  +8 
  +6 
  +4 
  +2 
  +2 
  +3 
  Bonus Feat 
  9 
  +9 
  +6 
  +4 
  +3 
  +3 
   
  Combat Proven 
  10 
  +10 
  +7 
  +5 
  +3 
  +3 
   
  Battle Prowess 
  
   
   
  138
  expending experience points and rupees as 
  normal. 
  Custom Spell: The spellcrafter gains the Custom 
  Spell feat free at first level and at every four 
  levels thereafter. 
  Improved Custom Spell: The spellcrafter gets 
  +1 to all variable numeric effects used in custom 
  spells. 
  Bonus Feat: The spellcrafter gets a Metamagic 
  Feat, Aspect Feat, or a Custom Spell feat free at 
  3rd level and every four levels thereafter. 
  Maximized Custom Spell (Su): The spellcrafter 
  has all her custom spells cast as if they were 
  maximized at no cost. 
  Instant Custom Spell (Su): The spellcrafter 
  may cast a single effect spell from any Aspect 
  they know, just as if they had cast a custom spell 
  with a single effect. 
  Efficient Custom Spell (Su): The Spellcrafter is 
  skilled at getting the most out of her custom 
  spells. The MP cost for all her custom spells are 
  reduced by 1 MP per Aspect used in that spell (to 
  a minimum of 1 MP for each Aspect). 
  Example: The 
  spellcrafter 
  makes 
  a 
  simple 
  Elemental Blast custom spell that deals 2d6 Fire, 
  Acid, and Cold damage to its target. It requires 6 
  effects and costs 2 Fire MP, 2 Water MP, and 2 
  Forest MP. Since this is an Efficient custom spell, 
  this costs only 1 Fire MP, 1 Forest MP, and 1 
  Water MP instead. 
  Example 2: The spellcrafter makes a Thunderbolt 
  custom spells that deals 4d6 Electrical Damage 
  and 1d6 Sonic Damage to its target. It requires 5 
  effects, and costs 4 Light MP and 1 Spirit MP to 
  cast. As an Efficient custom spell, it costs only 3 
  Light MP and 1 Spirit MP (already at minimum for 
  spell). 
  Chained Custom Spell (Su): The spellcrafter 
  may attempt to merge two custom spells she 
  knows into a single spell. When attempting to 
  cast 
  a 
  merged 
  spell, 
  she 
  must 
  make 
  a 
  Concentration check (DC = 10 + [Total number 
  of effects x 2]). If she succeeds, then the merged 
  spell works, and both spells are cast at once. If 
  she fails, both spells fail to be cast, and all magic 
  points spent on the spells are lost. 
  Stalker 
  Deep in the wildest reaches of the world, the 
  moblin stalker waits. The moblin stalker is the 
  epitome of his people’s warrior ways – deadly 
  and efficient in combat, a master stalker is 
  capable of catching nearly any opponent by 
  surprise. The moblin stalker specializes in the 
  ability to track, stalk, and destroy with swift, 
  brutal, unerring accuracy. Renowned for their 
  talents, moblin stalkers are something special 
  both to their own people and to other races alike. 
  Societies that have social or economic dealings 
  with moblins have been known to hire stalkers to 
  track down thieves or bandits. During times of 
  duress and war, whole bands of moblin stalkers 
  have come together like a pack to pursue a 
  singular military objective, often with incredible 
  results. 
  Hit Die: d10 
  Requirements: 
  Base Attack Bonus: +7 
  Hide: 5 ranks. 
  Move Silently: 5 ranks. 
  Survival: 5 ranks. 
  Feats: Track, Alertness 
  Class Skills 
  The following are the stalker’s class skills (and 
  the relevant ability for each): Craft (Int), Hide 
  (Dex), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Move Silently (Dex), Profession (Wis), 
  Search (Int), Spot (Wis), Survival (Wis), Swim 
  (Str). 
  Skill Points at Each Level: 4 + Int bonus. 
  Class Features 
  Stalking (Ex): The stalker’s primary job is 
  tracking down foes and ensuring their capture or 
  destruction. Whether for personal or business 
  reasons, the stalker is a master of his craft and 
  gains an almost sixth sense when hunting their 
  opponents down. Starting at 1st level, the stalker 
  may choose a single target or a number of 
  targets equal to his current stalker level as the 
  targets. He either must have had personal 
  contact with the targets, or have been given at 
  least 3 factual pieces of information about the 
  target. The three pieces of information can be 
  Table 8-20: Spellcrafter Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
  +2 
  Custom Spell 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +3 
  Improved Custom Spell 
  3 
  +1 
  +2 
  +1 
  +3 
  +1 
  +3 
  Bonus Feat 
  4 
  +2 
  +2 
  +1 
  +4 
  +1 
  +4 
  Maximized Custom Spell 
  5 
  +2 
  +3 
  +1 
  +4 
  +1 
  +4 
  Custom Spell 
  6 
  +3 
  +3 
  +2 
  +5 
  +2 
  +6 
  Instant Custom Spell 
  7 
  +3 
  +4 
  +2 
  +5 
  +2 
  +6 
  Bonus Feat 
  8 
  +4 
  +4 
  +2 
  +6 
  +2 
  +8 
  Efficient Custom Spell 
  9 
  +4 
  +4 
  +3 
  +6 
  +3 
  +8 
  Custom Spell 
  10 
  +5 
  +5 
  +3 
  +7 
  +3 
  +10 
  Chained Custom Spell 
  
   
   
  139
  any factual detail of the intended targets’ life, 
  profession, tribe, personal life, or appearance. 
  Once this information has been given to the 
  stalker and the stalker begins to hunt his 
  intended victims, he receives a +1 insight bonus 
  to attack rolls, saves, and Defense when engaged 
  in combat with the targets. In addition, he also 
  receives a +1 bonus to Intimidate, Listen, Move 
  Silently, Search, Spot, and Survival checks made 
  to find, search out, or track his intended quarry. 
  This bonus remains in effect until the stalker has 
  captured or killed his opponent, or the stalker is 
  killed. The stalker may choose to drop his 
  intended quarry at any time, thereby losing all 
  bonuses granted by this ability. The stalker may 
  not choose another intended quarry for a period 
  of 24 hours. Every four levels after the first, the 
  bonuses granted by this ability increase by +1. 
  Great Tracker (Ex): The stalker is a master at 
  tracking his prey with 2nd level, and is able to 
  move his base speed while tracking without 
  penalty. 
  Target Familiarity (Ex): A stalker becomes 
  mentally obsessed with the intended target to 
  the point where he can understand the nature of 
  his foe. Starting at 3rd level, a stalker may 
  choose any single skill, weapon proficiency feat 
  (one weapon only), or armor proficiency feat 
  (one type only) that his target possess and 
  become proficient in it. He may now use the feat 
  or skill, but only half as well as his prey. For 
  skills, the stalker is considered trained in the skill 
  and has half the ranks in it that the target does. 
  For weapon proficiency feats, the stalker is 
  considered only half trained, and thus suffers 
  only a -2 penalty when wielding weapons 
  otherwise 
  unknown 
  to 
  him. 
  For 
  armor 
  proficiencies, the stalker only suffers half the 
  listed armor check penalty on attack rolls and 
  skill checks.  When the stalker completes his 
  stalk by capturing or killing his foe, or drops the 
  target, the stalker loses all benefits from this 
  ability. At 7th level, the stalker no longer suffers 
  any penalties if proficiencies are chosen. He still 
  loses them once the stalking is complete. 
  Presence of the Stalker (Su): The stalker’s 
  reputation and sheer skill have earned him a 
  fearsome reputation. His very demeanor reflects 
  this. At 4th level, the stalker radiates a sense of 
  menace affecting any opponents and/or targets 
  within 15 ft.  Opponents engaged in combat 
  against the stalker must pass a Will save (DC 15 
  + stalker level) or suffer a -4 morale fear penalty 
  to attack rolls, skill checks, and saves for a 
  number of rounds equal to the stalker’s total 
  character level. 
  Legendary Tracker (Ex): The stalker’s speed 
  while tracking is unsurpassed. At 6th level, the 
  stalker may now move double base speed while 
  tracking. You suffer a -5 penalty to your check 
  when doing this, however. 
  Target Adaptability (Ex): A stalker’s success 
  depends 
  on 
  his 
  ability 
  to 
  adapt 
  to 
  the 
  circumstances of the hunt. When locked in 
  combat with his quarry, the stalker may choose 
  to shift his offence and defense to his best 
  advantage. Starting at 8th level, the stalker may 
  subtract any number of points from his Defense 
  rating or Base Attack Bonus and add it to the 
  other. The stalker may only subtract numbers 
  that come from raw class, racial, or ability score 
  and feat bonuses, such as a Dexterity bonus to 
  Defense, the tribal Defense Bonus, class Base 
  Attack Bonus, etc. The stalker may do this at will 
  as a free action, but only against a target he is 
  stalking (as denoted under the Stalking ability 
  above). 
  Mythical Tracker (Ex): Your skills at tracking 
  your quarry have become mythical in proportion. 
  At 10th level, the stalker may now move double 
  your base speed while tracking with no penalty. 
  Steel Savant 
  Subrosians are born with an innate kinship with 
  metal. They can see it on an elemental level, and 
  spot the forms and structure within. They can 
  sense metal in the earth around their home and 
  feel its attraction instinctively pulling them. They 
  bond easily with metal, its very touch soothing 
  them and comforting them, its taste and smell a 
  drug that gives them a renewed sense of 
  purpose. However, for some the addiction of 
  metal becomes too much to resist, and they 
  devote themselves to it completely. These steel 
  savants slowly change with the metal, as it 
  consumes them while they consume it. Subrosian 
  culture dotes upon these savants, awed by their 
  impressive command over the metal they all 
  Table 8-21: Stalker Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
   
  Stalking +1 
  2 
  +2 
  +3 
  +2 
  +0 
  +2 
   
  Great Tracker 
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
   
  Target Familiarity 
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +2 
  Presence of the Stalker 
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
   
  Stalking +2 
  6 
  +6 
  +5 
  +3 
  +2 
  +3 
   
  Legendary Tracker 
  7 
  +7 
  +5 
  +4 
  +2 
  +4 
   
  Target Familiarity 
  8 
  +8 
  +6 
  +4 
  +2 
  +4 
  +3 
  Target Adaptability 
  9 
  +9 
  +6 
  +4 
  +3 
  +4 
   
  Stalking +3 
  10 
  +10 
  +7 
  +5 
  +3 
  +5 
   
  Mythical Tracker 
  
   
   
  140
  love, and assisting them fulfill their dream – to 
  become one with the elemental metal they so 
  adore. 
  Hit Die:  d8  
  Requirements 
  Race: Subrosian. 
  Appraise: 8 Ranks. 
  Craft (any two metal-related skills): 8 ranks 
  each. 
  Feats: Skill Focus (Any metal-related Craft skill), 
  Iron Will. 
  Class Skills 
  The steel savant’s class skills (and the key 
  abilities 
  for 
  each) 
  are 
  Appraise 
  (Int), 
  Concentration (Con), Craft (Int), Disable Device 
  (Int), Knowledge (architecture and engineering) 
  (Int), Listen (Int), Open Lock (Dex), Search 
  (Int), Spot (Wis). 
  Skill Points at Each Level: 8 + Int bonus. 
  Class Features 
  Armor and Weapon Proficiencies: The steel 
  savant gains proficiency with all metal weapons 
  and armors. 
  Detect Metal (Sp): The subrosian steel savant 
  can detect the presence of metal within 60 feet 
  at will, regardless of form. This allows the steel 
  savant to tell the shape and type of metal, and 
  whether it is pure, an alloy or even in ore form. 
  Metal Transformation (Su): Slowly the steel 
  savant transforms into living metal. When 
  unarmored, the steel savant counts as wearing 
  light metal armor and gains a damage reduction 
  value. The steel savant still gains his class 
  bonuses to Defense while unarmored as normal. 
  Should the steel savant wear armor, he loses his 
  Defense bonuses from class, and uses the higher 
  of the two damage reduction values. 
  Shape Metal (Su): The steel savant can shape 
  any metal with the power of his mind alone. He 
  may craft metal, without tools in a mere fraction 
  of the time, reducing the time to craft completely 
  metal items to 1/8, or any partially metal items 
  to 1/4. In addition, the steel savant may bend 
  and warp the metal of his enemies by spending a 
  full round action to grant a –1 penalty to the 
  attack rolls, damage rolls, armor check penalties 
  and Defense values to all enemies within 10 feet. 
  A Craft check (DC equal to 10 + the steel 
  savant’s class level) can be made to restore the 
  bent items at any time outside combat. 
  Transmute Metal (Su): The steel savant 
  understands the properties of metal to such a 
  degree that he can effectively transmute it into 
  another type of metal altogether by will alone. 
  The steel savant can transmute an amount of 
  metal (equal in value to his class level x 100 rp) 
  to an amount of a different metal of identical 
  value. For example, he may transmute 100 rp 
  worth of silver into 100 rp worth of gold. 
  Corrode Metal (Su): The steel savant can 
  corrode metal on touch, as he literally absorbs 
  the metal into his body. On a successful touch 
  attack against any piece of metal, the metal is 
  absorbed into the body of the savant, destroying 
  the metal item. Magic items must make a Reflex 
  save (DC 12) or be absorbed when touched. For 
  each piece of metal absorbed, the steel savant’s 
  natural 
  DR 
  from 
  Metal 
  Transformation 
  is 
  increased by +1 for one round per pound in 
  weight of the item. 
  Control Metal (Sp): The steel savants kinship 
  with metal has evolved to such a degree that he 
  can control it with his mind alone, moving it 
  about at whim. You may use telekinesis at will 
  against any object consisting of at least 50% 
  metal. 
  Doing 
  so 
  requires 
  you 
  pass 
  a 
  Concentration check (DC 18) each round to 
  maintain this ability, during which time the steel 
  savant cannot do anything else. 
  Stoneroller 
  Goron legends focus on mythical warriors, able to 
  focus the might of their ancestral home, Death 
  Mountain, and use it to vanquish the foes of the 
  peace loving people. Goron stonerollers are these 
  legendary heroes. To become a stoneroller, a 
  goron warrior trains diligently for years, honing 
  the use of his race’s rolling techniques as well as 
  the marshalling of their strength. Once the goron 
  begins to attain a level of mastery over these 
  techniques, he approaches the elders of the tribe 
  and petitions them to be accepted by the 
  ancestors of the tribe. During a long and 
  meditative ceremony, the goron is shown the 
  spirits of his ancestors and blessed with the 
  Table 8.22: Steel Savant Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
   
  Detect Metal 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +2 
  Metal Transformation (1/-) 
  3 
  +2 
  +2 
  +1 
  +3 
  +1 
   
  Shape Metal 
  4 
  +3 
  +2 
  +1 
  +4 
  +1 
  +3 
  Metal Transformation (2/-) 
  5 
  +3 
  +3 
  +1 
  +4 
  +1 
   
  Transmute Metal 
  6 
  +4 
  +3 
  +2 
  +5 
  +2 
  +3 
  Metal Transformation (3/-) 
  7 
  +5 
  +4 
  +2 
  +5 
  +2 
   
  Corrode Metal 
  8 
  +6 
  +4 
  +2 
  +6 
  +2 
  +4 
  Metal Transformation (4/-) 
  9 
  +6 
  +4 
  +3 
  +6 
  +3 
   
  Control Metal 
  10 
  +7 
  +5 
  +3 
  +7 
  +3 
  +4 
  Metal Transformation (5/-) 
  
   
   
  141
  charge of standing as a warrior for his peoples. 
  Thus the stonerollers are born. 
  Hit Die: d10 
  Requirements 
  Race: Goron. 
  Base Attack Bonus: +9 
  Tumble: 4 ranks 
  Feats: 
  Power 
  Attack, 
  Great 
  Fortitude, 
  Toughness, and Endurance 
  Class Skills 
  The stoneroller’s class skills (and the key abilities 
  for each) are Balance (Dex), Climb (Str), Craft 
  (Int), Jump (Str), Profession (Wis), Tumble 
  (Dex). 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  A 
  stoneroller gains no additional weapon and armor 
  proficiencies. 
  Might of Din (Su): A stoneroller is the warrior 
  elite of the gorons. By using the innate magic of 
  the Tri-Force and Din within them, they are able 
  to enhance their strength well beyond the norm. 
  At 1st level, the stoneroller may spend 2 magic 
  points to grant a +2 enhancement bonus to 
  Strength. Every two levels thereafter, the magic 
  points cost and the strength bonus increase by 
  +2. This ability increase lasts for a number of 
  rounds equal to the number of stoneroller levels. 
  Mountain Stance (Ex): The stoneroller may use 
  his great strength and inner devotion to become 
  a near unmovable obstacle in combat. When the 
  stoneroller decides to take his stance, activation 
  is automatic, but it must be declared at the start 
  of the round. The stoneroller receives a +2 
  deflection bonus to Defense and all saving 
  throws. The stoneroller may also add a +4 
  competence bonus to any checks made to oppose 
  bull rushes and trip attacks when in the stance. 
  The stoneroller’s bonus increases at third level to 
  +4 deflection bonus to Defense and saves, and 
  bull rushes and trip attacks are resisted with a 
  +8 competence bonus. When using this ability, 
  the stoneroller may not move at all, nor take 
  actions or use skills that require him to move 
  from his stance. He may take his stance a 
  number of times a day equal to his Constitution 
  bonus, however, he may hold the stance as long 
  as he wishes to. When the stoneroller ends his 
  stance, he is fatigued (-2 to Strength and 
  Dexterity; 
  cant 
  charge 
  or 
  run) 
  until 
  the 
  stoneroller rests (taking no actions) for a number 
  of rounds equal to the time he held the stance. 
  Improved Rolling (Ex): The stoneroller is a 
  true warrior amongst the goron. His ability to 
  utilize his curl-and-roll ability is far beyond what 
  normal gorons can accomplish. When using his 
  curl-and-roll ability, the stoneroller does not need 
  to go as far to cause damage and causes more 
  damage 
  upon 
  impact. 
  To 
  determine 
  the 
  stoneroller’s new damage when using his curl-
  and-roll, consult the Improved Rolling Damage 
  table below. 
  Damage Reduction (Ex): The stoneroller is an 
  incredibly 
  tough 
  opponent, 
  capable 
  of 
  withstanding 
  a 
  tremendous 
  amount 
  of 
  punishment. The stoneroller may add 2 points to 
  any damage reduction he currently has.  This 
  stacks with damage reduction granted from racial 
  attributes, class features, and other sources. 
  Supreme Rolling (Ex): The stoneroller has 
  reached mastery over the use of the curl-and-
  roll. When using his curl-and-roll ability, the 
  stoneroller causes does not need to go as far to 
  cause damage and causes more damage upon 
  impact. To determine the stoneroller’s new 
  damage when using his curl-and-roll, consult the 
  Supreme Rolling Damage table. 
  Fire of Death Mountain (Su): A stoneroller can 
  draw upon the fires of Din’s magic and the Tri-
  Force to smite his foes with terrible fiery wrath. 
  By spending 5 magic points from his Fire pool, 
  the stoneroller acquires the fire subtype for a 
  number of rounds equal to his number of 
  stoneroller levels + Constitution bonus. This 
  makes the goron immune to fire damage, as well 
  as bestowing the flaming ability to all attacks the 
  Table 8-23: Stoneroller Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
   
  Might of Din +2, Mountain Stance +2 
  2 
  +2 
  +3 
  +2 
  +0 
  +2 
   
  Improved Rolling, Damage Reduction (2/-) 
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
   
  Might of Din +4, Mountain Stance +4 
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +2 
  Supreme Rolling, Damage Reduction (3/-) 
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
   
  Might of Din +6, Fire of Death Mountain 
  Table 8.24: Improved Rolling Damage Table 
  Distance Traveled 
  Damage 
  50 ft. 
  1d6 +1 per 50 lbs. 
  80 ft. 
  2d6 +1 per 50 lbs. 
  110 ft. 
  3d6 +1 per 50 lbs. 
  140 ft. 
  4d6 +1 per 50 lbs. 
  170 ft. 
  5d6 +1 per 50 lbs. 
  Table 8-25: Supreme Rolling Damage Table 
  Distance Traveled 
  Damage 
  40 ft. 
  1d8 +1 per 50 lbs. 
  70 ft. 
  2d8 +1 per 50 lbs. 
  100 ft. 
  3d8 +1 per 50 lbs. 
  130 ft. 
  4d8 +1 per 50 lbs. 
  160 ft. 
  5d8 +1 per 50 lbs. 
  
   
   
  142
  goron makes, adding +1d6 points of fire damage 
  per hit. In addition, anyone who successfully 
  grapples the goron takes 1d6 points of fire 
  damage per round until they relinquish the 
  grapple. While this ability is in use, the goron is 
  doubly vulnerable to cold and takes double 
  damage from cold attacks unless a saving throw 
  is allowed, in which case the goron takes half 
  damage on a success save and double on a 
  failure. 
  Stormcaller 
  The stormcaller has an almost uncanny ability to 
  manipulate water, whether in the air around her, 
  underneath her feat, or even within her own 
  body. She can manipulate its composition at 
  whim, making it as hard as ice or as soft as the 
  moisture she breathes, all within the twinkling of 
  an eye. She can even create water form where 
  there is seemingly none, and provide moisture to 
  the most arid of climate, or move it in the 
  extreme conditions. It is understood, that the 
  stormcaller is in high demand at most ports, and 
  often enlists with vessels to ensure protection in 
  a storm, or to provide a steady wave behind their 
  keels. 
  Hit Die: d6. 
  Requirements 
  Concentration: 8 ranks. 
  Swim: 8 ranks. 
  Use Rope: 8 ranks. 
  Feats: Skill Focus (Concentration), Spell Focus 
  (Abjuration). 
  Aspects: Magic points allocated to the Water 
  Aspect only. 
  Class Skills 
  The stormcaller’s class skills (and the key 
  abilities for each) are Balance (Dex), Climb (Str), 
  Concentration (Con), Craft (Int), Knowledge 
  (nature) 
  (Int), Knowledge 
  (Tri-Force) 
  (Int), 
  Spellcraft (Int), Swim (Str), Use Rope (Int). 
  Skill Points per Level: 6 + Int bonus.  
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  The 
  stormcaller is proficient in the following weapons: 
  Dagger, club, quarterstaff, javelin, sap, trident, 
  whip, and net. 
  Water Specialization: The stormcaller shuns all 
  magic other then Water magic. The stormcaller 
  cannot use spells from any other Aspect, unless 
  they also appear in the Water Aspect, nor can 
  they allocate magic points to any other Aspect 
  than Water, even if the magic points is from 
  another class, or from their latent pool. For this 
  devotion, they cast all Abjuration spells at +1 
  caster level. At each level, the stormcaller can 
  learn any three spells of his choice from the 
  Water Aspect, which are no higher than half the 
  sum of his stormcaller and wizzrobe levels 
  (rounded upwards). Additional spells from the 
  Water Aspect may be researched by expending 
  experience points and rupees as normal. 
  Soothing Rains (Sp): The stormcaller can 
  spend one magic point per round and cause 
  soothing rain to fall from the heavens for that 
  many 
  rounds, 
  even 
  in 
  the 
  most 
  arid 
  of 
  environments. This rainfall revitalizes everyone 
  within 50 feet of the stormcaller, removing the 
  effects of fatigue. In addition, the rains heal 1 hp 
  per round that they fall. These rains have no 
  effect on undead, elemental, constructs or 
  incorporeal creatures. This ability cannot work 
  indoors or underground. 
  Icy Veneer (Su): The stormcaller unconsciously 
  freezes the water surrounding the air around her, 
  creating an icy skin on top of her own that in 
  neither uncomfortable nor inhibiting in any way. 
  It grants damage reduction 2/-. 
  Aquatic Symbiosis (Su): The stormcaller’s 
  control of water allows her to separate the 
  oxygen from water as she breathes, allowing her 
  to effectively breathe underwater indefinitely. 
  Wave 
  Riding 
  (Su): 
  As 
  she 
  moves, 
  the 
  stormcaller solidifies the moisture beneath her 
  feet with enough traction to walk normally 
  without hindrance across any watery or icy 
  surface as if it was solid earth at will. 
  Storm Calling (Sp): While water has many 
  uses, the most common is that of cleansing. By 
  expending a number of magic points, the storm 
  caller can summon a great storm to cleanse the 
  area of her foes. The storm lasts for a number of 
  rounds equal to half the magic points spent 
  (round down) and covers 50 ft. around the 
  stormcaller. The storm deals 1d4 cold damage to 
  Table 8-26: Stormcaller Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
  +2 
  Water Specialization 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +3 
  Soothing Rains 
  3 
  +2 
  +2 
  +1 
  +3 
  +1 
  +3 
   
  4 
  +3 
  +2 
  +1 
  +4 
  +1 
  +4 
  Icy Veneer 
  5 
  +3 
  +3 
  +1 
  +4 
  +1 
  +4 
   
  6 
  +4 
  +3 
  +2 
  +5 
  +2 
  +6 
  Aquatic Symbiosis 
  7 
  +5 
  +4 
  +2 
  +5 
  +2 
  +6 
   
  8 
  +6 
  +4 
  +2 
  +6 
  +2 
  +8 
  Wave Riding 
  9 
  +6 
  +4 
  +3 
  +6 
  +3 
  +8 
   
  10 
  +7 
  +5 
  +3 
  +7 
  +3 
  +10 
  Storm Calling 
  
   
   
  143
  everyone exposed to it per round. Lastly, the 
  storm is so powerful that everyone must make a 
  Concentration check to perform any action each 
  round while the storm lasts. This is in addition to 
  any other Concentration check that needs to be 
  made. This ability cannot be used 
  indoors or underground.  
  Summoner 
  The summoner is adept at 
  conjuring 
  creatures 
  from 
  seemingly nothing, and is 
  constantly followed by a 
  range of myriad beasts that 
  follow 
  his 
  whims. 
  The 
  creature 
  called 
  by 
  the 
  summoner are more than just 
  servants, however, they are 
  also his closest confidants 
  and dearest friends, and he 
  has the enviable ability to 
  remember every creature 
  summoned personally and 
  to identify each one by 
  name. Most summoners 
  revere nature, and are the 
  protectors of animals that 
  are abused. The more 
  unscrupulous practitioners 
  consort with the more 
  exotic creatures that can be 
  summoned from the very planes of light and 
  shadow themselves, often sacrificing everything, 
  even their immortal soul for the causes of their 
  otherworldly allies. 
  Hit Die: d8. 
  Requirements 
  Knowledge (nature): 8 ranks. 
  Knowledge (the planes): 8 ranks. 
  Spellcraft: 8 ranks. 
  Feats: Skill Focus (Knowledge (nature or the 
  planes), Spell Focus (Conjuration) 
  Aspects: Magic points allocated to the Forest 
  pool only. 
  Class Skills 
  The summoner’s class skills (and the key abilities 
  for each) are Concentration (Con), Handle Animal 
  (Cha), Heal (Wis), Knowledge (nature) (Int), 
  Knowledge (the planes) (Int), Knowledge (Tri-
  Force) (Int), Spellcraft (Int)). 
  Skill Points per Level: 4 + Int bonus.  
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  summoner 
  gains 
  proficiency 
  with 
  clubs, 
  daggers, quarterstaffs, and 
  slings only. The summoner 
  also gains proficiency with 
  light armor. 
  Forest Specialization: The 
  summoner shuns all magic 
  other then Forest magic. 
  The summoner cannot use 
  spells 
  from 
  any 
  other 
  Aspect, unless they also 
  appear 
  in 
  the 
  Forest 
  Aspect, 
  nor 
  can 
  they 
  allocate magic points to 
  any other Aspect than Forest, 
  even if the magic points is from 
  another class, or from their 
  latent 
  pool. 
  For 
  this 
  devotion, 
  they 
  cast 
  Summoning spells at +1 
  caster level. At each level, 
  the summoner can learn any 
  three spells of his choice from the Forest Aspect, 
  which are no higher than half the sum of his 
  summoner 
  and 
  wizzrobe 
  levels 
  (rounded 
  upwards). Additional spells from the Forest 
  Aspect 
  may 
  be 
  researched 
  by 
  expending 
  experience points and rupees as normal. 
  Extended Summons (Su): The summoner may 
  extend the duration of any summoning spell by 
  spending +1 Forest magic points per additional 
  round. These magic points must be spent while 
  the spell is being cast. 
  Instant Summons (Su): The summoner may 
  spend an additional +4 Forest magic points to 
  cast any summoning spell as a quickened, still, 
  silent spell. 
  Augmented Summons (Su): The summoner 
  may spend a number of additional Forest magic 
  points, up to his summoner level, to add that 
  Table 8-27: Summoner Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +0 
  +2 
  Forest Specialization 
  2 
  +1 
  +2 
  +0 
  +3 
  +0 
  +3 
  Extended Summons 
  3 
  +2 
  +2 
  +1 
  +3 
  +1 
  +3 
   
  4 
  +3 
  +2 
  +1 
  +4 
  +1 
  +4 
  Instant Summons 
  5 
  +3 
  +3 
  +1 
  +4 
  +1 
  +4 
   
  6 
  +4 
  +3 
  +2 
  +5 
  +2 
  +6 
  Augmented Summons 
  7 
  +5 
  +4 
  +2 
  +5 
  +2 
  +6 
   
  8 
  +6 
  +4 
  +2 
  +6 
  +2 
  +8 
  Horde Summons 
  9 
  +6 
  +4 
  +3 
  +6 
  +3 
  +8 
   
  10 
  +7 
  +5 
  +3 
  +7 
  +3 
  +10 
  Permanent Summons 
  
   
   
  144
  number of extra hit dice to any creatures 
  summoned by a summoning spell. These extra 
  hit dice can be shared amongst the summoned 
  creatures as the summoner wishes.  
  Horde Summons (Su): The summoner may 
  spend +4 Forest magic points to double the 
  amount 
  of 
  creatures 
  summoned 
  by 
  any 
  summoning spell. 
  Permanent Summons (Su): The summoner 
  may double the magic points cost of any 
  summoning spell (including all magic points cost 
  bonuses) to make the duration of the spell 
  permanent. Permanently summoned creatures 
  can still be dispelled as normal, and will fade 
  away when they are ‘killed’ as normal.  
  Treasure Hunter 
  Whether searching the temples, palaces, and 
  ruins of Hyrule, pillaging from the monuments 
  and forgotten cities of Termina, or seeking fame 
  and fortune on the fabled Koholint Island, the 
  treasure hunter is always ready for adventure. 
  Treasure hunters are found everywhere, and can 
  come from any background. The lure of forgotten 
  riches lying in a dusty tomb is too much for these 
  intrepid adventurers to bare. For some folk, the 
  lure of adventure and treasure is a pull so strong 
  that it rips them away from ordinary life, sending 
  them headlong into a life of danger and 
  excitement. Treasure hunters rely on their wits to 
  navigate the ruins and forgotten temples they 
  explore, and their skill at keeping themselves 
  alive through harrowing situations is legendary. 
  Truly, treasure hunters are one of a kind – 
  nimble and tricky, yet cunning and deft. 
  Hit Die: d6 
  Requirements 
  Base Attack Bonus: +4 
  Appraise: 6 ranks 
  Open Lock: 6 ranks 
  Search: 6 ranks 
  Feats: Dodge, Mobility, Lightning Reflexes 
  Class Skills 
  The treasure hunter’s class skills (and the key 
  abilities for each) are Appraise (Int), Balance 
  (Dex), 
  Climb 
  (Str), 
  Concentration 
  (Con), 
  Decipher Script (Int), Disable Device (Int), 
  Gather Information (Cha), Hide (Dex), Jump 
  (Str), Listen (Wis), Move Silently (Dex), Open 
  Lock (Dex), Search (Int), Spot (Wis), Swim (Str), 
  Tumble (Dex), Use Rope (Dex). 
  Skill Points at Each Additional Level: 6 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A treasure 
  hunter is proficient in all simple weapons and 
  light armor. 
  Expert Appraiser (Ex): Treasure hunters live 
  by hunting treasure down. It is vitally important 
  for them to be able to accurately assess a 
  treasure’s worth before taking it to market. After 
  all, a treasure hunter who is cheated in price on 
  all his findings will not be a treasure hunter for 
  long. The treasure hunter may add his total 
  number of treasure hunter levels to any Appraise 
  checks. 
  Trap Expertise (Ex): Where there is treasure, 
  there are traps. It is a dangerous, yet common 
  fact for treasure hunters, and they must be able 
  to identify and find traps. Starting at 2nd level, 
  the treasure hunter may use the Search skill to 
  detect and locate traps when the Difficulty Class 
  is greater than 20. Non-magical traps have a 
  minimum DC of 20, and may be higher 
  depending on what precautions or circumstances 
  surround the trap. Magical traps have a DC of 25 
  + the level of the spell used to create the 
  magical trap. 
  Cautious (Ex): Treasure hunters thrive at their 
  trade by being constantly alert. Caution is 
  essential for the treasure hunter, and many 
  treasure hunters practice their use of stealth in 
  order to hone it to a perfect art. Starting at 3rd 
  level, treasure hunters may add a permanent +2 
  insight bonus to one of following skills: Hide, 
  Listen, Move Silently, Spot, and Use Rope 
  checks. Every three levels, the treasure hunter 
  may add another +2 bonus to any of these skills. 
  The treasure hunter may stack all the bonuses 
  onto a single skill, or spread them out as desired. 
  Trap Disarm (Ex): As the treasure hunter’s 
  familiarity with traps increase, so does his chance 
  of successfully disarming one. Starting at 4th 
  level, the treasure hunter may use the Disable 
  Device skill to disarm magical traps. Magical 
  Table 8-28: Treasure Hunter Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +1 
   
  Expert Appraiser 
  2 
  +1 
  +2 
  +3 
  +0 
  +2 
   
  Trap Expertise 
  3 
  +2 
  +2 
  +3 
  +1 
  +2 
   
  Cautious 
  4 
  +3 
  +2 
  +4 
  +1 
  +2 
  +2 
  Trap Disarm 
  5 
  +3 
  +3 
  +4 
  +1 
  +3 
   
  Detect Treasure 
  6 
  +4 
  +3 
  +5 
  +2 
  +3 
   
  Cautious 
  7 
  +5 
  +4 
  +5 
  +2 
  +4 
   
  Trap Mastery 
  8 
  +6 
  +4 
  +6 
  +2 
  +4 
  +3 
  Trap Dodge 
  9 
  +6 
  +4 
  +6 
  +3 
  +4 
   
  Cautious 
  10 
  +7 
  +5 
  +7 
  +3 
  +5 
   
  Trap Detect 
  
   
   
  145
  traps have a base DC of 25 + the level of the 
  spell used to create the trap. If a treasure hunter 
  manages to succeed by the trap DC by 10 or 
  more, the treasure hunter may study the trap to 
  discern its working and mechanism without being 
  forced to disarm it. This allows the treasure 
  hunter to either completely disassemble the trap, 
  or bypass it completely without any harm to him 
  or others. 
  Detect Treasure (Su): A treasure hunter begins 
  to 
  acquire 
  an 
  almost 
  sixth 
  sense 
  when 
  attempting to detect valuables. A treasure hunter 
  must spend one full round in concentration and 
  pass an Appraise check (DC = 15 + 1 for every 
  50 rupees worth of treasure nearby). Successful 
  use of this ability allows the treasure hunter to 
  detect the presence of treasure in a 50 ft. radius. 
  The power reveals neither the worth of the 
  treasure, nor in which direction or where the 
  treasure is located. The treasure must be over 50 
  rupees worth in value, and must be contained in 
  a single storage container or general area no 
  bigger than a 10 ft. radius. Anything less than 50 
  rupees in value is not detected. This ability does 
  detect the presence of magical items, though it 
  will not guarantee or reveal to the treasure 
  hunter whether or not the actual item is magical 
  or not. 
  Trap Mastery (Ex): As the treasure hunter 
  becomes more experienced, his mastery and 
  knowledge over traps grows. At 7th level, the 
  treasure hunter receives a bonus to locating and 
  disarming traps equal to his number of treasure 
  hunter levels. 
  Trap Dodge (Ex): Traps and treasure are a part 
  of a treasure hunter’s life. Yet, no one is more 
  skilled at avoiding or dodging traps than the 
  treasure hunter is, and as the treasure hunter 
  gains experience and knowledge, this skill is 
  honed to perfection. Starting at 8th level, a 
  treasure hunter may add his base Reflex save to 
  his Defense against traps. 
  Trap 
  Detect 
  (Su): 
  A 
  treasure 
  hunter’s 
  awareness of traps is nearly supernatural in 
  precision. Gradually, through the training and 
  honing of the treasure hunter’s awareness, the 
  treasure hunter is able to use his latent magical 
  ability to aid him in finding traps in a given area. 
  The treasure hunter must spend one full round in 
  concentration and spend 5 magic points. This 
  allows the treasure hunter to detect the presence 
  of hidden traps in an area. The exact details 
  given to the treasure hunter depend on how long 
  the treasure hunter concentrates after activating 
  the ability: 
  First round: The treasure hunter can detect the 
  presence of hidden traps in a 50 ft. radius. The 
  treasure hunter will detect that there is a trap 
  somewhere in the area. He cannot determine 
  where they are or the number or nature of them. 
  Second round: The treasure hunter can detect 
  how many traps are in a 50 ft. radius. 
  Third round: The treasure hunter can detect 
  exactly where each trap in a 50 ft. radius is 
  located. 
  Fourth round: The treasure hunter can detect 
  whether each trap in a 50 ft. radius is magical or 
  non-magical. 
  Wardancer 
  The wardancer of Din is the embodiment of all 
  that the Goddess of Power holds dear. They 
  contain the unbridled passion to go forth and 
  seek adventure, to right the wrongs of the world, 
  and oppose the growing forces of Shadow. Some 
  say this zealousness in the wardancers is caused 
  by Din’s own guilt at unleashing the power of 
  Shadow upon the world in the first place and 
  represents her desire to rectify this situation. 
  Whatever the reason, it can be taken for granted 
  that any wardancer who hears about any such 
  gathering of Shadow forces will hastily beat a 
  swath of destruction to its door in an effort to 
  overcome it. Sometimes this recklessness is the 
  wardancer’s undoing, and can lead to many 
  confrontations with more thoughtful and strategic 
  companions. In fact, it is often said that the 
  Goddesses Din and Nayru were always at odd 
  over some plan or another, and many such 
  situations 
  would 
  have 
  resulted 
  in 
  major 
  catastrophe without the conscientious mediations 
  of Farore. 
  Hit Die: d8. 
  Requirements 
  Base Attack Bonus: +5. 
  Jump: 8 ranks. 
  Perform: 8 ranks. 
  Tumble: 8 ranks. 
  Feats: Dodge, Mobility, Spring Attack. 
  Deity: Din. 
  Aspects: Must have magic points allocated to 
  the Fire and Shadow pools. 
  Class Skills 
  The wardancer’s class skills (and the key abilities 
  for each) are Balance (Dex), Concentration 
  (Con), Craft (Int), Escape Artist (Dex), Jump 
  (Str), 
  Knowledge 
  (Tri-Force) 
  (Int), 
  Perform 
  (Cha), Profession (Wis), Spellcraft (Int), Tumble 
  (Dex). 
  Skill Points per Level: 4 + Int bonus.  
  Class Features 
  Armor 
  and 
  Weapon 
  Proficiencies: 
  The 
  wardancer of Din gains light armor proficiency 
  and weapons proficiency in all simple and martial 
  weapons. 
  Devotion to Din: Din’s blessings are rigorous 
  and demanding, much like her magic. The 
  wardancer is prevented by her devotion from 
  allocating magic points gained from this class 
  
   
   
  146
  into pools other than those of Fire and Shadow. 
  The wardancer may continue to use and allocate 
  magic points from other classes into other pools 
  as normal. At each level, the wardancer can learn 
  any three spells of his choice from the Fire or 
  Shadow Aspects, which are no higher than half 
  the sum of his wardancer and wizzrobe levels 
  (rounded upwards). Additional spells from the 
  Fire or Shadow Aspects may be researched by 
  expending experience points and rupees as 
  normal. 
  Wardance (Ex): The wardancer may make a 
  Perform check (DC 12) to perform a wardance in 
  combat. The wardance is a full-round action, and 
  allows the wardancer to make a full attack with a 
  cumulative +1 to attack rolls and Defense for 
  every round they have maintained the wardance. 
  At the end of the dance, they are fatigued (-2 to 
  Strength and Dexterity; can’t charge or run) until 
  they can rest for a number of rounds equal to the 
  time spent in the wardance. The DC to maintain 
  the dance increases by +1 for every round 
  danced. The wardancer may only use this ability 
  if they are wearing no armor, light armor, or 
  carrying a light load or less. 
  Double Weapon Style: The wardancer is 
  trained in using either double-weapons or two 
  weapons in combat. The wardancer can use two 
  weapons or double weapons as if they had the 
  Two-Weapon Fighting feat. 
  Twin Blades Style: The wardancer may use two 
  identical single-handed slashing weapons in 
  combat, ignoring the usual restrictions for using 
  two weapons. (For example, a medium-sized 
  wardancer 
  can 
  use 
  two 
  scimitars 
  or 
  two 
  battleaxes in combat.) 
  Shadow-Sash Style (Su): The wardancer of 
  Din may use the power of Shadow to enhance 
  their wardances. Once per round, they may 
  spend 4 magic points from their Shadow pool to 
  make either a free trip attack or a free disarm 
  attack against an adjacent opponent. 
  Flaming-Weapon Style (Su): Calling upon Din 
  and the power of Fire, they may expend 5 magic 
  points from their Fire pool as a free action to 
  imbue their weapons with the flaming ability, 
  which adds +1d6 fire damage to each attack, 
  until the end of the round. This does not stack 
  with weapons that already cause extra fire 
  damage. 
  Din’s Fury (Sp): On any round after the first 
  round that a wardance has begun, the wardancer 
  may opt to end their dance in this dramatic 
  fashion, and expend all their remaining magic 
  points.  If they make their Perform check, they 
  send out a blast of Fire and Shadow energy to 
  smite Din’s foes within 50 feet. All enemies in the 
  area suffer 1d4 points of damage per magic point 
  spent. Half of this damage is Fire-based, the rest 
  is force energy. This effect allows a Reflex Save, 
  with a DC equal to 5 plus the magic points spent 
  by this attack; successful saves take only half 
  damage.  
  Wilder 
  The wilder of Farore is the elite fighters of 
  Farore’s priesthood, and leads the battle of the 
  Goddesses against the hordes of evil. Modeled 
  after the most efficient natural predator in the 
  land – the tiger – these foot soldiers are 
  unrelenting in their task to protect the lands of 
  Hyrule and beyond. The strength of body and 
  mind, along with the natural courage and 
  resourcefulness of Farore herself keeps her 
  warriors one step ahead of their prey, despite the 
  immense numbers of the opposition. When the 
  chips are down, and all seems lost, the Wilder 
  can often pull a plan out of the air and keep them 
  in the game. Once they have their enemies in 
  their sights, nothing can shake the wilder of 
  Farore from scoring that kill. 
  Hit Die: d8. 
  Requirements 
  Base Attack Bonus: +4. 
  Knowledge (nature): 8 ranks. 
  Knowledge (Tri-Force): 8 ranks. 
  Survival: 8 ranks. 
  Feats: Endurance, Improved Initiative, Run, and 
  Track. 
  Deity: Farore. 
  Aspects: Must have magic points allocated to 
  both Forest and Spirit pools. 
  Class Skills 
  The wilder’s class skills (and the key abilities for 
  each) 
  are 
  Balance 
  (Dex), 
  Climb 
  (Str), 
  Table 8-29: Wardancer Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +2 
  +1 
  +2 
   
  Devotion to Din, Wardance 
  2 
  +1 
  +0 
  +3 
  +2 
  +3 
  +2 
  Double-Weapon Style 
  3 
  +2 
  +1 
  +3 
  +2 
  +3 
   
   
  4 
  +3 
  +1 
  +4 
  +2 
  +4 
  +3 
  Twin-Blades Style 
  5 
  +3 
  +1 
  +4 
  +3 
  +4 
   
   
  6 
  +4 
  +2 
  +5 
  +3 
  +5 
  +3 
  Shadow-Sash Style 
  7 
  +5 
  +2 
  +5 
  +4 
  +5 
   
   
  8 
  +6 
  +2 
  +6 
  +4 
  +6 
  +4 
  Flaming-Weapon Style 
  9 
  +6 
  +3 
  +6 
  +4 
  +6 
   
   
  10 
  +7 
  +3 
  +7 
  +5 
  +7 
  +4 
  Din’s Fury 
  
   
   
  147
  Concentration (Con), Craft (Int), Jump (Str), 
  Knowledge (nature) (Int), Knowledge (Tri-Force) 
  (Int), Spellcraft (Int), Survival (Wis), Swim (Str). 
  Skill Points per Level: 4 + Int bonus.  
  Class Features 
  Weapon and Armor Proficiencies: The wilder 
  gains proficiency with clubs, crossbows (light and 
  heavy), dagger, handaxe, javelin, quarterstaff, 
  and sling. The wilder does not gain any additional 
  armor proficiencies. 
  Promise to Farore: Farore’s teachings are wild 
  and wandering, and great dedication is needed to 
  follow them. The wilder is prevented by her 
  devotion from allocating magic points gained 
  from this class into pools other than those of 
  Forest and Spirit. The wilder may continue to use 
  and allocate magic points from other classes into 
  other pools as normal. At each level, the wilder 
  can learn any three spells of his choice from the 
  Forest or Spirit Aspects, which are no higher than 
  half the sum of his wilder and wizzrobe levels 
  (rounded upwards). Additional spells from the 
  Forest or Spirit Aspects may be researched by 
  expending experience points and rupees as 
  normal. 
  Unarmed 
  Combat 
  (Ex): 
  When 
  fighting 
  unarmed, the wilder of Farore replaces his 
  normal attack bonus with an identical unarmed 
  attack bonus. This unarmed attack bonus gives 
  an additional attack at an unarmed attack bonus 
  of +4, instead of +6. Each additional attack is 
  three points less than the previous one. All other 
  attack modifiers apply normally.  The wilder’s 
  unarmed attacks deal 1d8 + Strength modifier + 
  wilder levels points of damage. 
  Tiger Style (Ex): The wilder is trained to 
  pounce like a tiger in combat. If the wilder leaps 
  on a foe in combat, he may make a full attack 
  even if he made a move action.  Leaping onto an 
  opponent 
  does 
  not 
  provoke 
  an 
  attack 
  of 
  opportunity, and the wilder must make a Jump 
  check as normal. 
  Improved Tiger Style (Ex): The wilder now 
  fights like a tiger in combat, and can grab and 
  pummel his victims. When the wilder hits with an 
  unarmed attack he can attempt a grapple check 
  as a move action. On a success, the wilder can 
  hold the target and make one additional unarmed 
  attack at his highest unarmed attack bonus. This 
  ability can only be used once per round. 
  Tiger Form (Sp): The wilder may expend 4 
  magic points from his Forest pool and polymorph 
  himself into the form of a tiger with statistics 
  equal to the wilder’s total character Hit Dice. The 
  wilder may polymorph himself back into his 
  normal form at no cost.  The Tiger Form lasts for 
  30 minutes per wilder class level. 
  Nature’s Cleansing (Sp): By spending 8 magic 
  points from the Spirit Aspect, the wilder can 
  touch an ally and restore either 1d8 hit points 
  per level of wilder, or 2d6 points of ability 
  damage.  The wilder may use this ability on 
  himself as well, though this power has no effect 
  on undead. 
  Farore’s Courage (Sp): The wilder may expend 
  all their magic points and call upon Farore to aid 
  him. He immediately gains the benefit of the 
  divine favor spell, the magic fang spell, and 
  regenerates 1 hit point per round. This effect 
  lasts a number of rounds equal to the total magic 
  points sacrificed divided 4 (round up). When this 
  effect ends, the wilder is fatigued. 
  Table 8-30: Wilder Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +0 
  +2 
  +2 
   
  Promise to Farore, Unarmed Combat 
  2 
  +1 
  +2 
  +0 
  +3 
  +3 
  +2 
  Tiger-Style 
  3 
  +2 
  +2 
  +1 
  +3 
  +3 
   
   
  4 
  +3 
  +2 
  +1 
  +4 
  +4 
  +3 
  Improved Tiger-Style 
  5 
  +3 
  +3 
  +1 
  +4 
  +4 
   
   
  6 
  +4 
  +3 
  +2 
  +5 
  +5 
  +3 
  Tiger Form 
  7 
  +5 
  +4 
  +2 
  +5 
  +5 
   
   
  8 
  +6 
  +4 
  +2 
  +6 
  +6 
  +4 
  Nature’s Cleansing 
  9 
  +6 
  +4 
  +3 
  +6 
  +6 
   
   
  10 
  +7 
  +5 
  +3 
  +7 
  +7 
  +4 
  Farore’s Courage 
  
   
   
  148
  Chapter 9 Legendary Gazetteer 
  There is much more to the world of the Legend of 
  Zelda than heroes and villains, magic and 
  mystery, items and artifacts.  Perhaps the most 
  overwhelming feature of the world is the 
  geography of it all, as varied and colorful as 
  could be imagined.  From the lofty heights of 
  Death 
  Mountain 
  to 
  the 
  seemingly 
  endless 
  expanses of the Great Sea, the terrain upon 
  which adventures are placed is an integral part of 
  any Legend of Zelda D20 game and must not be 
  overlooked.  Detailed in this chapter is a 
  gazetteer of the world covering the highlights of 
  the series’ most famous lands, kingdoms, and 
  geographical features.  While not every single 
  feature and area can be covered in exacting 
  detail, this chapter’s purpose is to give you a 
  solid foundation for basing your campaigns.  If 
  something isn’t covered in here that you’d like to 
  see, feel free to create it!  The lands, geography, 
  and cultures of the Legend of Zelda have been 
  highly 
  detailed 
  through 
  the 
  series’ 
  many 
  electronic titles.  If you need a reference, they’re 
  the best place to start.   
  Hyrule 
  The legendary land of Hyrule.  Great deeds and 
  earth-shaking events have occurred, time and 
  again, in this single region, and in particular, the 
  relatively small kingdom that takes its name from 
  the area, in the world of the Legend of Zelda.  No 
  other location has been the resting place of the 
  Triforce, the relic of the goddesses who crafted 
  the world, and no other locations has been 
  subject to the attendant combination of good and 
  bad luck.  The former is represented by its 
  prosperity, strength, beauty, and richness of 
  culture; the latter, by the horrible raids, damage, 
  and depravations undertaken by those that lust 
  after the Golden Power-case in point, the 
  infamous Ganondorf Dragmire. 
  Such a large region has great diversity, in 
  climate, terrain, and peoples.  Only phenomena 
  and races absolutely unique to other areas can’t 
  be found here.  The blessings of the Triforce 
  linger here, making the soil rich, the people 
  healthy, and resources abundant. 
  The geographical sect of the art of cartography is 
  still a good distance from perfection.  Maps made 
  here can be frustrating and confusing to those 
  who follow them to the regions they are 
  supposed to represent, and it’s impossible to say 
  if any single chart is more accurate than another.  
  Nevertheless, this gazetteer will make an effort 
  at laying out Hyrule for the reader. 
  The Kingdom of Hyrule 
  The Land 
  Hyrule Field sits in the very heart of the 
  kingdom.  Indeed, it is the very center of the 
  established kingdom, and upon its ancient 
  ground rests Hyrule Castle.  Though called a 
  field, it is not absolutely flat; instead there are 
  gentle rises, and rivers that cut through its 
  expanse.  In the heart of the area stands Hyrule 
  Castle, stronghold and capital of the kingdom 
  both blessed and cursed by the Triforce.  The 
  flatlands stretch in all directions for miles before 
  reaching the groves of the east and west Lost 
  Woods, banks of the Zora’s River, shores of Lake 
  Hylia, foothills of Death Mountain, and scrublands 
  of the Gerudo Desert.  Except for the lake, these 
  are not considered to be a part of the kingdom of 
  Hyrule, and are ruled by dynasties of different 
  races.  Two of the four give their allegiance to 
  the throne, one is all but unknown by outsiders, 
  and the last is in heavy decline, leaving its 
  people in no state (even if they were willing) to 
  swear fealty to anyone but their family and racial 
  identities. 
  This region may also be known as Central or 
  Southern Hyrule, depending on which sage is 
  consulted, and the three terms Kingdom, Central, 
  and Southern may be used interchangeably. 
  West of the castle can be found the town of 
  Kakariko, not only a well-off market town where 
  farmers bring their crops in for sale, but also a 
  center of secular and esoteric learning, and 
  humanistic creativity. 
  The whole of the field is a place of prolific 
  farming, ranching, and trading.  Crop and herd 
  yields are bountiful, and merchants are not only 
  shrewd but able to barter with the valuable 
  goods 
  of 
  skilled 
  craftsmen. 
   
  Numerous 
  homesteads, scattered across the land, house 
  those who wish to live on their own with their 
  farms--by no means is all of Hyrule urban. 
  Southern 
  Hyrule 
  is 
  administered 
  by 
  its 
  monarchial rulers, the Hyrule Dynasty.  The 
  beloved royal family rules justly and fairly, and 
  maintains the vigilance to defend its people from 
  monsters and outsiders that would harm them.   
  The People 
  The population of Hyrule Field is comprised 
  overwhelmingly of hylians, most of whom are 
  native Hyrulians.  However, foreigners and 
  immigrants, especially merchants, are far from 
  uncommon.  The kingdom is also cosmopolitan 
  enough to accept the gorons and zora that 
  commonly journey from their homes in Death 
  Mountain and the Zora’s Domain, respectively, 
  with goods to trade and stories and tunes to 
  share. 
  The outlaw gerudo and moblin bandit bands 
  (they do not mix company, nor are they known 
  to get along), however, are not as welcome, 
  constantly on the lookout for Hylian Knights 
  come to put an end to them as they try to make 
  
   
   
  149
  raids on some of the lonelier homesteads on 
  Hyrule Field.  They act with much greater 
  audacity and bravery when times are dark (and 
  tend to be greater in numbers), as when Ganon 
  or another major threat is maneuvering for an 
  attempted takeover of the kingdom. 
  The History 
  The kingdom of Hyrule’s history is long indeed, 
  filled with twists and mysteries, and comprises 
  another chapter of this sourcebook.  This was the 
  part of the world from which the goddesses 
  departed when their work was done, and the 
  resting place of the Triforce they left behind, for 
  undetermined reasons.  Here are the roots of the 
  Hero of Time and all his incarnations, here is the 
  setting of some of his greatest adventures.  Here 
  lived Princess Zelda, and here fell Ganon, and 
  here these possessors of the three pieces of the 
  sacred triangle strove to bring the world back to 
  its state of balance.  Here they rest, and here 
  they shall almost certainly rise again. 
  In the early days of the kingdom, during the First 
  Era, a wealthy horse ranch stood where the 
  castle does now, on a commanding position of 
  the central hill.  But the land was bought and 
  built over when the king of Hyrule of the time 
  realized it would be wise to move the capital to a 
  position more easily-defended.  The family who 
  owned the ranch was well-compensated, and 
  built a new ranch elsewhere, but became the 
  custodians and breeders of the Hylian Knights’ 
  horses, thus spending more time in the castle 
  than at their new land. 
  The Myths 
  • 
  Predictably, 
  the 
  best-known 
  tale 
  in 
  Central Hyrule is that of the wish-granting 
  Triforce.  Even knowing all too well the 
  havoc that it has the wreaked, many sigh 
  wistfully as they think of what they would 
  ask for, if they could touch the relic of the 
  goddesses. 
  • 
  Rumor speaks of the notes of a flute being 
  heard in a stand of trees near Kakariko 
  Town, but no sign of the musician.  Some 
  say that the sound of the flutist is an 
  illusionary sound being used by some 
  monster in the woods to draw in victims.  
  Others say that the player is a benign 
  ghost who will not rest easy in his grave 
  for some reason.  Some simply attribute it 
  to the wind in the branches. 
  • 
  The practice of fortune-telling has been 
  popular in Hyrule at points in its history.  
  The solitary soothsayers would put up 
  their huts on isolated spots on the 
  landscape and sell hints of what the future 
  held to those willing to give them the 
  rupees.  The validity and value of their 
  advice has been neither confirmed nor 
  denied, and these fortunetellers are seen 
  much more rarely throughout Hyrule than 
  in the days of the Third Era.  There may 
  be a few still to be found, or only the 
  buildings that they kept their businesses 
  out of.  Who knows what the remains of 
  these establishments could hold… 
  Places of Interest 
  Kakariko Town: Kakariko is the second-largest 
  community in the kingdom of Hyrule.  It contains 
  a 
  world-renowned 
  college 
  that 
  the 
  best 
  academics and wizzrobes study at.  Here they 
  can get as close as possible to the horse’s mouth 
  for lore and understanding about the Triforce and 
  the goddesses.  Additionally, Kakariko’s economy 
  benefits from the community of artists, poets, 
  and performers that call it home, whether they 
  look to the farmers and decide to compose a 
  pastoral piece, or the castle and create a tribute 
  to the king, or to a distant rider out on the fields 
  and be inspired to create a ballad about Link.  
  This town is the hotbed of Hyrulian humanities. 
  Desert of Mystery: This is part of the border 
  between Central Hyrule and the Gerudo Desert, 
  home of the gerudo and birthplace of Ganon.  
  Dry, swirling winds have worn the hills heavily 
  and created the copious sand dunes found here.  
  In fact, much of the grit in the Haunted 
  Wasteland has actually been blown there from 
  the Desert of Mystery.  It contains the usual 
  complement of leevers, wise old hermits, and 
  sunstroke victims, besides the ruins of a palace 
  in its northern reaches, partially-built by King 
  Cylious IV in the earlier stages of his illness in 
  hopes that the drier climate would be healthier.  
  However, the project was abandoned to the 
  sands when Agahnim alleviated the malady, and 
  has since stood unfinished, unguarded, and 
  plundered by gerudo looters. 
  Hyrule Castle: The castle is the home of 
  Hyrule’s royal family.  Its high, thick walls are a 
  glorious sight to behold, whitewashed and flying 
  with pendants bearing the seal of the kingdom.  
  The 
  stalwart, 
  courageous 
  Hylian 
  Knights, 
  spectacles of awe and figures of legend, barrack 
  within the walls and train constantly so as to 
  keep in top form for defending the kingdom of 
  Hyrule of all comers.  And within the castle, one 
  not need look too hard to see paintings and 
  sculptures, probably conceived and created in 
  Kakariko Town, depicting Link in the middle of a 
  heroic exploit. 
  Lake Hylia, Water Temple: With no major river 
  leading to a neighboring nation, Lake Hylia lacks 
  the potential to be a trade artery for Hyrule.  
  Instead it’s a water source, holy place, and 
  location of relaxation to the people of Hyrule.  At 
  one point it was host to a laboratory of an 
  eccentric academic whose area of study was the 
  marine life, and a fishing pond.  Somewhere 
  beneath its shores also rested, and still rests, the 
  Water Temple.  Lacking a strong showing in 
  
   
   
  150
  waterborne soldiers, Ganon was unable to spoil it 
  much in his later attempted coups.  The sacred, 
  sunken edifice is still down there, unplumbable 
  by hylians, but not zoras, who are seen all the 
  time in the lake. 
  Death Mountain 
  The Land 
  Death Mountain rears its huge volcanic cone high 
  into the sky, not far from the heart of Hyrule. 
  This peak has, at different points in its history, 
  been a spectacle of awe-inspiring beauty, a 
  reminder of the sometimes terrible power of the 
  forces of nature in the world, a skull-faced 
  symbol of iron-fisted tyranny, and a blasted, ash-
  covered barren. It is a now-dormant volcano, the 
  place of origin for the goron people, and was 
  once the stronghold of Ganon where he wielded 
  the Tri-Force of Power and held Princess Zelda in 
  his clutches. For all the people of Hyrule and the 
  surrounding kingdoms, its varied history is a 
  reminder of the old adage that “nothing stays the 
  same except for change”. 
  The People 
  The gorons, with their tolerance for heat and love 
  of 
  minerals, 
  have 
  usually 
  been 
  the 
  most 
  prevalent denizens of Death Mountain. Hylians 
  built Kakariko Town at its foot and traded with 
  the gorons during their golden age under the 
  mountain, but none actually lived on the cone. 
  Ganon’s conquest drove all the peace-loving 
  peoples from it, leaving him alone with his 
  moblins 
  and 
  other 
  soldiers, 
  servants, 
  and 
  bodyguards. Sadly, even after his defeat, his 
  corruption has lingered on the mountain. Some 
  gorons have returned to try to re-build their 
  homes, but many more have settled elsewhere. 
  For the most part, it is home to only monsters 
  that thrive in the slowly creeping lava flows and 
  pools. 
  The History 
  The 
  gorons 
  appeared 
  on 
  Death 
  Mountain 
  suddenly, soon after its first eruption. It is 
  theorized that they traveled up to the surface 
  through the same vent that expelled the red-hot 
  lava and ash that blew off the top of the peak. 
  The gorons, keeping the secret of their origin in 
  the world to themselves, have neither confirmed 
  nor denied any idea postulated by the other 
  races. Hylians who dared to investigate the 
  shaking, smoke-belching mountain were alarmed 
  and frightened to see the shapes of these beings. 
  They had been brave enough to venture among 
  the rivulets of lava flowing down to the foot of 
  the mountain, but none attempted to make 
  contact with the strange creatures that seemed 
  quite comfortable on the volcano. When the fiery 
  throat of the cone’s tube settled into a slow, 
  steady oozing of lava, the gorons built the Fire 
  Temple to Din within the crater, then rolled down 
  the mountain to introduce themselves and 
  eventually set up trading relations. 
  Goron City, the community under the mountain, 
  was imprisoned soon after Ganondorf first 
  
   
   
  151
  claimed the Tri-Force of Power, and through the 
  corruption of the Fire Temple, the volcano’s 
  activity was greatly increased. Aided by Darunia, 
  the mighty leader of the gorons and the destined 
  Sage of Fire, Link liberated them, and they 
  happily returned to their homes. 
  Ages later, when the King of Evil returned as 
  Ganon and captured Princess Zelda, he had 
  special plans for the gorons and Death Mountain. 
  His vengeance on them would have been terrible, 
  but they were warned of his coming by one of 
  the Princess’ retainers Impa, who was in fact a 
  descendant of the original Impa. Faced with 
  insurmountable odds, they had no choice but to 
  flee their ancestral home. Enraged and denied his 
  vengeance, Ganon’s sorcery and his workers 
  hollowed 
  out 
  and 
  re-worked 
  the 
  volcano, 
  desecrating and demolishing the Fire Temple, 
  and constructed a twisting, perilous maze, and 
  his palace. In it, he brooded over the land, and 
  met his doom when Link fired a silver arrow into 
  him. 
  However, 
  the 
  stink 
  of 
  his 
  evil 
  and 
  his 
  construction still linger. Though they have tried 
  to cleanse it, it does not feel like the same old 
  mountain to the gorons. A sizable contingent has 
  returned 
  and 
  re-built 
  a 
  settlement 
  there, 
  surrounded by the evidence of Ganon’s ire and 
  sharing the peak with the monsters that remain. 
  The Myths 
  • 
  Though the volcano is barely active, the 
  returning gorons re-built the Fire Temple 
  in its crater. However, they say that a 
  strange spirit of fire emerges from the 
  oozing vent every now and again to climb 
  to the temple. Apparently, it goes inside 
  and seems to pay homage, then leaves 
  and sinks out of sight back into the vent. 
  • 
  A side vent near the foot of the mountain, 
  on the north slopes, is said to be haunted 
  by a flying, flaming, serpentine beast that 
  twists its way through the air as it hunts 
  monsters. Its resemblance to the dragon 
  Volvagia, Ganon’s pet that was turned 
  loose in the Fire Temple, is not lost on 
  those who live near the mountain. What it 
  does and why it is there, however, is 
  unknown. 
  • 
  Master goron blacksmith, Biggoron, kept 
  his forge on the side of the mountain and 
  created wondrous weapons and armors. 
  Most of his creations had to be left behind 
  when he departed the mountain with the 
  rest of his race, and most of those were 
  found 
  and 
  collected 
  by 
  Ganon. 
  Nevertheless, it is said that the finest 
  caches were the best hidden, and were 
  never discovered by the King of Evil. 
  • 
  Somewhere on the mountain, they say 
  that one of the Great Fairies keeps her 
  fountain. Finding her is no mean feat, but 
  she 
  is 
  rumored 
  to 
  have 
  handsome 
  rewards for those who come to her, 
  willing to complete quests at her behest. 
  Places of Interest 
  Goron City: This community of caves, tunnels, 
  ladders, and ledges was built in a convenient 
  hollow the gorons either found or created. It was 
  known in the past as a place of great merriment, 
  filled to overflowing with the laughter, music, 
  rock-feasting, 
  and 
  cheerfulness 
  of 
  gorons 
  dancing in the light of braziers and torches. 
  Commerce in decorative and precious stone, 
  bombs, and metalwork did quite well for the 
  gorons. Expansions were added by the digging of 
  more tunnels and caves until the city was a 
  veritable 
  maze. 
  Ganon 
  was 
  sarcastically 
  appreciative that they had spared his crews so 
  much work when he took it over and transformed 
  it into his dark palace. Though he has since been 
  defeated and his minions driven out for good, the 
  presence and memory of the evils done here can 
  still be felt. Gorons have returned and rebuilt the 
  city to the best of their abilities, considering the 
  changes wrought by the King of Evil, and try to 
  exorcise 
  the 
  lingering 
  demons 
  with 
  their 
  merriment and attempts to return to the way life 
  once was. As of yet, they have not succeeded, 
  but it is hoped that the malign presence that still 
  clings to the walls and tunnels will yet fade. 
  Death Mountain Crater: The peak of Death 
  Mountain has long since succumbed to shifting of 
  the earth and eruptions, leaving a great bowl, 
  open to the sky above, from which volcanic 
  smoke and ash once rose in copious amounts 
  into the air. The floor of the bowl is a hardened 
  lava flow, except for directly around the main 
  vent in its center, where the ground slopes down 
  to it like a drain. Rickety rope and plank bridges 
  were once stretched from the higher level ledges 
  down to the one that holds the Fire Temple. 
  Nowadays, the volcano is all but extinct. A thin 
  plume of smoke continues to rise from the vent, 
  but not as it once did, as a billowing cloud that 
  blotted out the sun. The heat of the lava is still 
  very tangible around the vent. However, most 
  activity it has now occurs - fortunately for 
  Kakariko Town below - on the north slopes. The 
  Fire Temple, on one of the lower ledges within 
  the crater, is the second of its kind, rebuilt by the 
  gorons after Ganon destroyed the original. 
  The North Slopes: On the far side of the 
  mountain from civilization, secondary vents stab 
  through the flanks of the mountains, bored by 
  pressure and lava flows long ago. Rarely, molten 
  rock will dribble from the mouth of one to cool on 
  the mountainside. In this way, vent locations are 
  marked by the gradual build-up of small lava 
  flows. Treasures may be hid in some of the caves 
  created thusly, or merely bloodthirsty moblins, 
  lizalfols, and other monsters. 
  
   
   
  152
  Dodongo Cavern: A major vent - one of the few 
  not found on the north slopes - of the volcano 
  opens into a cave complex in its southeastern 
  side known as the Dodongo Cavern. The gorons 
  loved it for the stones they could gather there, 
  saying that they were the most delicious to be 
  had anywhere on the mountain. Except to 
  capture some of the fire-breathing beasts and 
  use them as guardians and pets, Ganon did not 
  touch it. Within it, there is certainly peril from 
  the dodongos and pools of lava, but there are 
  rumored to be rich rupee veins, mined and 
  stored in a cave, after which the prospectors who 
  dug them were eaten by dodongos. 
  Fire Temple: The gorons constructed this vast, 
  many-tiered place of reverence to Din, Goddess 
  of Power. It has always been filled with the 
  hazards of the Fire Aspect--pools of molten lava 
  ready to devour the unwary, sudden flame 
  spouts, and air choked in shimmering waves of 
  heat and smoke. It serves as a reminder to those 
  who follow the path of Fire and Power:  Yes, it 
  holds the potential to great might, but capturing 
  the Fire, retaining it, and using it are always 
  dangerous to the wielder. The Temple that 
  stands there today is relatively new. The old one 
  was destroyed and defiled by Ganon, and after 
  he was defeated and the gorons returned to their 
  ancestral home, they built this new one. It is 
  smaller than the original, and, with the reduced 
  activity of Death Mountain, not as filled with lava 
  and heat. Nevertheless, make no mistake: it is 
  still dangerous to those who would enter its fiery 
  yet sacred halls. 
  Gerudo Desert 
  The Land 
  The arid, harsh landscape of this desert is home 
  to 
  the 
  often-infamous 
  gerudo 
  people, 
  the 
  birthplace of the King of Evil himself, the site of 
  the Desert Colossus and Spirit Temple, and the 
  setting of many mysterious legends of Hyrule 
  and the surrounding kingdoms. Scrubland, rocky 
  cliffs, and canyons of sandstone, shifting dunes, 
  and perpetual sandstorms are the norm in this 
  unforgiving area. Rain is exceedingly rare, and 
  away from the scattered oases and the steep 
  river valley near its mouth, water is more 
  precious than a gold rupee. Tough, stunted 
  vegetation and wild animals maintain a grim, 
  precarious grip on life in the chaparral, and about 
  the only testament to life in the dunes are 
  footprints, before the wind shifts the sand again 
  and they are no more. Even in winter, the heat of 
  the blazing sun dominates the daytime. After 
  dusk, the stone and sand retain heat for a short 
  while 
  before 
  relinquishing 
  it, 
  leaving 
  the 
  surprising and bitter chill of a desert night. 
  The People 
  Most dominant in the desert are the fierce tribe 
  of the gerudo, for whom the desert is named. 
  They are often nomadic, but just as often build 
  settlements among the caves and cliffs of the 
  desert. Overwhelmingly, the gerudo are female, 
  known for their stunning beauty, fiery orange 
  hair, and love of horses. Males are rarely born, 
  
   
   
  153
  but when they are, they are traditionally leaders 
  of the people. Gerudo mainly get by in life by 
  raiding 
  or 
  trading, 
  keeping 
  tiny, 
  carefully 
  nourished gardens when they settle to provide 
  some spices and vegetables--or even just potted 
  cacti. They barter with their finely bred horses 
  and pottery that they spin for food, weapons, 
  and lumber. 
  Other races are rarely seen in the desert. Few 
  have the tenacity to make it in this land of 
  swirling sand and hammering sun, but there can 
  be found the rare hylian or goron hermit secreted 
  in his cave with only the essentials and his own 
  insight into life. A few moblin bands can be found 
  on the borders of the desert and in the 
  scrublands, but with little to hunt and attack 
  except for the gerudo - who can more than hold 
  their own against them - they have no love for 
  the place. 
  The 
  gerudo 
  are 
  sometimes 
  impious 
  and 
  sometimes religious on a more personal level. 
  The former, always looking out for number one 
  and holding onto their niche in the harsh desert 
  life, believe that they only have themselves to 
  rely on, and scoff at the Goddesses and try to 
  make their own way. The latter believe that they 
  have a personal guardian spirit that gets them 
  through 
  life 
  day-to-day 
  in 
  the 
  unforgiving 
  Gerudo. Unless a male is in power - when they 
  gather, organize, and build - most gerudo are 
  scattered across the landscape in small bands, 
  usually with a single member as the leader. 
  The History 
  The Gerudo Desert is best known as the 
  birthplace of Ganondorf. He was born to the 
  powerful witch Twinrova, and quickly grew into 
  his destiny as the greatest male to organize the 
  gerudo people. Under him, they grew bold in 
  their raids and ranged everywhere. A fortress like 
  none seen before was built in a rocky valley and 
  stockpiled with goods and supplies that the chief 
  of the tribe knew would be needed for his 
  planned takeover of Hyrule. As the gerudo 
  mustered, 
  guided 
  by 
  Twinrova, 
  Ganondorf 
  greedily pursued lore and secrets of the Tri-Force 
  that could be the key to his ascension to ultimate 
  power. 
  A solitary voice of dissention muttered under its 
  breath at the ambitions of Ganondorf: Nabooru, 
  second-in-command of the gerudo by virtue of 
  her fighting skills and cunning. However, she 
  could only watch and scheme to herself as the 
  Gerudo King prepared the people for war until 
  Link came along. 
  The Hero of Time came to her aid in bringing to 
  fruition a plot to supplant Ganondorf, but too 
  little, too late. She had been sniffed out by 
  Twinrova, who captured her and held her in the 
  depths of the Spirit Temple. Link escaped, but 
  through his bouncing through time, his path 
  crossed with Nabooru’s once more, when she 
  took her place as the Sage of Spirit and aided in 
  the imprisonment of Ganondorf. 
  The Myths 
  • 
  Legend tells of a gigantic scarab beetle 
  that roams an ancient, subterranean city 
  hidden 
  deep 
  beneath 
  the 
  windswept 
  dunes. The shifting nature of the sands 
  makes it anyone’s guess when and where 
  the entrance to this lost civilization - 
  rumored to contain hordes of rupees, 
  magic items, and abandoned stores of 
  arcane knowledge - could be found. 
  • 
  Their fellows laugh and accuse them of 
  spending too much time in the sun, but 
  people braving the southern scrublands 
  and dunes swear to have sighted tall, 
  slim, blue-skinned figures for fleeting 
  instants before they vanish without a 
  trace. Even they sometimes doubt their 
  own eyes… After all, what would an 
  aquatic zora be doing in the desert?   
  • 
  A story of gerudo wranglers is of the spirit 
  of an ancient mustang, centuries dead, 
  which haunts the canyons on some 
  moonlit nights. They can tell that his 
  ethereal hooves are cantering nearby 
  when their own horses, even the most 
  docile, seem to go mad in their corrals, 
  some breaking free and running off into 
  the night. When and if they are ever 
  found again, they have returned to the 
  wild, and will be held by no rope or fence.  
  • 
  One of the most dangerous monsters that 
  stalk travelers in the dunes is the leever, 
  striking from surprise beneath the sand 
  and in hordes. However, one of their more 
  disturbing habits is seen when, rarely, 
  they dig out and, en masse, leave the 
  dunes in favor of the canyons. They 
  vanish into maze-like caves, but by the 
  next dawn, they can be found back in the 
  dunes, tearing into hapless adventurers 
  with their spines.  
  • 
  The shimmer of a mirage is nothing out of 
  the ordinary in the desert… Nevertheless, 
  when a mirage changes inexplicably to a 
  dust devil and back again, then vanishing 
  in a spot that grows a new boulder that 
  night, one has to wonder just what is 
  going on.   
  • 
  Wise men can be found in the cave-
  riddled canyons of the desert. Those not 
  given over to a vow of silence or other 
  eccentricities 
  can 
  sometimes 
  offer 
  amazingly profound statements to visitors 
  who happen by. Sometimes they speak of 
  the wisest of their fellows, who holds 
  secrets of philosophy, magic, and of lost 
  stores of wealth, which he may impart to 
  those who impress him, after they find 
  him, first. 
  
   
   
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  Places of Interest 
  Desert Colossus:  This gigantic edifice was built 
  millennia ago, in tribute to Nayru and to house 
  and cover her Spirit Temple. None know just how 
  it was built, but its age and continuing endurance 
  against the wear of the desert stand as 
  testament to the quality of its construction. Its 
  presence seems to calm the conditions of the 
  desert--winds falter and soften as they blow 
  close to it, a small oasis can be found in its 
  vicinity, and the sun does not seem to beat down 
  as heavily. In addition, it is rumored that one of 
  the Great Fairies of the land lives in her spring, 
  somewhere in the area. Here can be found the 
  entrance to that sacred nexus of power, the 
  Spirit Temple. 
  The Dunes: Gigantic heaps of windblown sand 
  are very common in the desert. They shift and 
  move constantly, covering over and re-revealing 
  the bleached bones of unfortunate travelers. In 
  addition to getting lost among the miles of 
  trackless sand dunes that all look the same, or 
  succumbing to thirst or heat stroke, leevers are a 
  constant hazard here, as the sand is so easy for 
  them to dig out of. Vultures patrol the skies 
  above, but as carrion eaters, they usually only 
  descend when a prospective meal has already 
  dropped. Some areas of the dunes are choked in 
  nearly perpetual sandstorms harsh enough to 
  peel the skin from an unprotected traveler. Aside 
  from speculation as to what might lie beneath 
  any one of the hundreds of dunes, there is little 
  else to say about them. 
  Gerudo Fortress: Under Ganondorf’s leadership, 
  the gerudo built this elaborate adobe fort in the 
  valley nearest the desert’s entrance. It was here 
  that they mustered, stockpiled, and trained in 
  preparation for their king’s designs of dominance. 
  However, with his defeat, his warriors scattered 
  to the four winds, and the fortress was more or 
  less abandoned. More vermin than gerudo 
  populate its dust-filled hallways. Those that have 
  stayed hold fanatically to the hope that, even 
  after all these generations, Ganon will return to 
  the fort to rally them and lead the way to a 
  glorious new age for the gerudo, when they will 
  live off the fat of Hyrule’s green fields and wallow 
  in luxury and plunder, forever leaving behind the 
  barren desert. Therefore, they have dug well-
  hidden tunnels under the fortress and secreted 
  themselves inside. A passer-by, should he choose 
  to investigate the ruin further, will find nothing 
  more a few mad old women apparently styling 
  themselves after the hermits who make their 
  homes in the valley caves and talking to the rats, 
  unless he should poke around too much for their 
  liking. 
  Gerudo Training Ground: This elaborate maze 
  and obstacle course was built at Ganondorf’s 
  behest, to challenge his warriors and push the 
  threshold of their abilities. It remains largely 
  unchanged since his downfall, with the gerudo 
  scattered and possessing no motivation to 
  dismantle it. The elite of them, however, did 
  have reason to brave its hazards in search of 
  riches. Many failed, but those that did not have 
  most likely cleared out any treasures within it. 
  They have searched well for any remaining 
  caches, with no success. Believing there to be 
  nothing valuable inside any more, they now leave 
  it alone. Running its gauntlet simply for the sake 
  of its challenge is not something to get the 
  average 
  gerudo 
  excited, 
  but 
  they 
  cannot 
  necessarily speak for adventurers of other races.  
  However, the gerudo dustriders frequently use 
  the location as a testing ground for potential 
  candidates. 
  Red Canyons: In eons past, a river that ran 
  through this area fractured around a large stone 
  and went on a meandering course through the 
  huge sandstone deposit. The rivulets changed 
  course often, being blocked off by landslides or 
  wearing new paths by its flow, through the years. 
  Finally, the river itself dried up at its distant 
  source, and no longer flowed through what was 
  to become the Gerudo Desert. What stands in 
  testament that it ever existed is the Red 
  Canyons--a maze-like network of crazily twisting 
  ravines, cliffs, caverns, and valleys through the 
  sandstone. Exploring them is often an education 
  in disorientation and a hearty challenge to 
  cartographers, made no easier by the gerudo, 
  moblins, goriyas, and other predators who make 
  their home in the canyons. For that matter, it’s 
  really made no easier by the often-cryptic advice 
  given by the hermitic gurus that also live here, 
  alone with their meditations in their little caves. 
  Adventurous spirits who spelunk the expansive 
  caverns sometimes do so in search of a rumored 
  underground river or lake, or an entrance into 
  the fabled underground city said to rest beneath 
  the dunes. 
  The Scrublands: Aside from the oases, the 
  chaparral areas of the desert are the closest 
  things to “verdant”. The ground is rocky, hilly, 
  and uneven in most places, not sandy like the 
  dunes. Boulders of various size are commonly 
  seen scattered hither and yon, some providing 
  shade that is contested when the sun rises to 
  beat down on the desert. Scrub bushes and cacti 
  cling to life in this area, waiting patiently for the 
  rare instances of rainfall to come, when they 
  grow oh-so-slightly from the few drops of life 
  giving liquid. The scrubs are something of a 
  buffer zone of the desert - they range more 
  along the southern areas of the Gerudo and 
  border Hyrule. They are the most hospitable part 
  of the desert, but plenty of monsters and 
  predators can be found here. 
  Spirit Temple: Sheltered within the Desert 
  Colossus is one of the six Temples erected to 
  venerate the Goddesses. This one stands in 
  
   
   
  155
  reverence to Nayru, Goddess of Courage, and her 
  Spirit Aspect. Within it are relics and artifacts 
  that seem to be from a civilization that may have 
  existed long ago in the desert (likely before it 
  became the arid wasteland that it is at present), 
  but is unseen today. Some hylian scholars 
  theorize that they were the ones to build the 
  Temple, but either declined or emigrated from 
  the area when the climate began to change. The 
  Temple itself, after the style of many such 
  edifices in Hyrule and the surrounding kingdoms, 
  is well filled with elaborate traps and mechanisms 
  to keep out scavengers, maintain the purity of 
  the structure, and assure that only the worthy 
  could possibly make their way to the Temple’s 
  nexus of power. 
  North Hyrule 
  The Land 
  North of the Kingdom of Hyrule proper lies this 
  province.  It has always had a sense of 
  detachment from the kingdom, and not just in a 
  geographical sense.  The region is quite large, 
  with great stretches of unplumbed forests, seas, 
  swamps, and hills.  This area is close enough to 
  the place of the goddesses’ departure to feel the 
  mixed blessing of the Triforce, albeit on a lesser 
  scale than Central Hyrule.  Part of its southern 
  border is the north peaks and slopes of the Death 
  Mountain range.  The western boundary is less 
  clearly-defined, but generally understood to run 
  along a very large spur of the Death Mountain 
  range that juts north.  The east and north, 
  however, end with the shores of a wide ocean.  
  Even with its good roads crossing its span, this 
  land takes days, even weeks, to walk across.  
  While it is called a province of Central Hyrule, 
  and a Hyrulian viceroy makes his home in the 
  Northern Palace, taxes are tolerable and rule 
  here stays relatively relaxed.  The numerous 
  townships, hamlets, and other settlements are 
  relatively autonomous, with local mayors or 
  sheriffs in positions of authority.  As long as 
  whatever ruler who sits on the Kingdom’s throne 
  is benevolent and respectful to the people of 
  North Hyrule, their greater sense of nationality is 
  to Hyrule.  At any rate, the communities being as 
  spread-out as they are, causes for rivalry are 
  rare.  It is true that if Central Hyrule were to 
  destabilize of a sudden, chances are that the 
  townships would be the first to cede, possibly 
  becoming city-states in their own right.  Great 
  unsettled areas cover North Hyrule, from tall 
  forests crawling with moblins, caves patrolled by 
  lizalfos, and abandoned towns and graveyards 
  teeming with poes, ghin, and moa. 
  North Hyrule also includes a subcontinent which 
  the denizens call East Hyrule.  This great island 
  was once connected to the mainland, but tectonic 
  movement pulled it away over the millennia, 
  creating an ever-widening channel between the 
  two landmasses.  It is easily and frequently 
  sailed across. 
  And dotted across the landscape are numerous 
  abandoned, 
  subterranean 
  palaces. 
   
  These 
  hazardous stone edifices, hung with moldy, pest-
  chewed curtains, are the same that Link II 
  traipsed through, bearing the crystals to be 
  placed on statues carefully guarded and hidden 
  within them.  Who can say what treasures, 
  dangers, or challenges for challenges’ sake might 
  be found within them?  Cave complexes, 
  spanning miles and honeycombing the roots of 
  many mountains, are commonplace as well. 
  The People 
  Primarily, the inhabitants of North Hyrule are 
  hylians, but it’s long odds for such a large region 
  not to have some diversity, aside from outlaws 
  and monstrous races.  The caverns in the 
  mountains are attractive to gorons.  A handful of 
  the original refugees from Death Mountain 
  settled in them, while many other groups went 
  farther afield to make their new colonies, feeling 
  that Northern Hyrule wasn’t far enough away 
  from Ganon.  After Goron City’s restoration failed 
  to completely exorcise the malign aura the King 
  of Evil and his troops left behind, those who were 
  disappointed with the mixed results  sought out 
  the colonies in the caves and were welcomed.  
  Zora 
  communities 
  are 
  somewhat 
  more 
  uncommon, due to the prolific numbers of zora 
  and other monsters (small threat to shipping but 
  significant to small zora parties with no refuge to 
  call their own) that have populated North 
  Hyrule’s seas.  Their interest in homes there is 
  therefore minimal.  With the Lost Woods in 
  Central Hyrule blending over the mountains and 
  directly into more mundane forests here, isolated 
  kokiri villages are common, but hardly-ever seen 
  by outsiders.  There have also been no sightings 
  of subrosians or tokay in the region. 
  The History 
  North Hyrule rose to nationhood through the 
  aggressive campaigning of an outcast gerudo 
  warlord 
  named 
  Pesllan 
  Dragmire--no 
  blood 
  relation to Ganondorf; although he is possibly the 
  second-greatest male the gerudo race ever had.  
  The position had its problems, however, as 
  internal strife and rivalry with the other gerudo 
  (on top of being in danger from the Knights of 
  Hyrule for organizing the gerudo) forced him to 
  flee his home.  He took up residence in a distant 
  corner of the island of East Hyrule, and was soon 
  joined by troops that remained loyal to him (or 
  sought escape from the Hyrulians as well).  After 
  establishing a power base, he then went about 
  recruiting local moblins, lizalfos, and uncivilized 
  and dissenting hylians.  With a sizeable army 
  thus built, he conquered the island, then moved 
  on to the mainland.  More campaigning followed 
  over three years, as he brought more and more 
  
   
   
  156
  of North Hyrule under his rule, until he had a 
  kingdom even larger than Hyrule.  He dared not 
  take on that country, however.  For their part, 
  the citizen of Hyrule watched with unease as 
  territories continued to fall to Pesllan’s horde.  
  The conquered were summarily enslaved, and 
  put to work making forts, then palaces for 
  Pesllan and his familiar officers. 
  The current king of Hyrule, Regellus II, had seen 
  enough.  All through Pesllan’s marches, he had 
  watched, sending spies into North Hyrule to track 
  the warlord’s movements and conquests, fearing 
  that he would move on Hyrule.  He made no sign 
  of doing so, but the waste he laid to the land, 
  and the rampant enslavement of innocent 
  people, prompted him to act.  Mustering an 
  army, he marched into North Hyrule, defeating 
  Pesllan’s generals after numerous hard-fought 
  battles, freeing the people as he went.  Pesllan 
  had had three years to entrench himself in North 
  Hyrule, and it took Regellus that long to weed 
  him out.  Eventually, he crossed the channel to 
  East Hyrule, backing Pesllan further and further 
  into a corner, until the Hyrulian army was laying 
  siege to the warlord’s Great Palace, the only one 
  to be fully completed by the force of slaves 
  Pesllan had created. 
  The siege was bloody and long, complicated by 
  the underground maze that was the palace.  
  Regellus, warrior king that he was, accompanied 
  his forces inside when they had finally breached 
  the palace and stormed its halls.  At the same 
  time, 
  Pesllan’s 
  wizzrobes 
  were 
  conjuring 
  desperately, frantic for some means of victory or 
  escape.  Regellus and his bodyguard finally stove 
  in the door to Pesllan’s throne room, and warlord 
  and king came together with a crash of steel on 
  steel.  The king was a skilled wielder of Light 
  magic besides an accomplished warrior, the 
  warlord one of Shadow as well, and thus the arts 
  arcane came into their fight.  As the duel raged 
  all over the room, bodyguards fought hard as 
  well, the Hyrulians winning slowly but surely.  
  Regellus’s blade struck Pesllan’s helmet, dazing 
  him, and providing the opening the king needed 
  to empower his sword with a personally-made 
  Light spell, then deal the final blow to the gerudo 
  with a hard thrust.  As their lord fell, tendrils of 
  Light magic clawing at his body, his forces lost 
  heart and surrendered. 
  But Pesllan’s wizzrobes, oblivious to this turn of 
  events, finally had a breakthrough--one they 
  didn’t live to regret, as they summoned the 
  dreadful Thunderbird.  This being destroyed the 
  entire assembly of spellcasters with little effort 
  and swooped into the throne room where the 
  melee had just ended.  The first person in its 
  path was Regellus.  So fast was the Thunderbird 
  that his troops could only watch in helpless, 
  shocked horror as it raked their king, weary from 
  the duel, with one of its huge talons, felling him 
  instantly before he could even begin to react.  
  His Sheikah guardian, Orvis, was merely thrown 
  aside 
  as 
  he 
  attacked 
  the 
  Thunderbird.  
  Dismayed, but reacting as fast as they could, 
  Regellus’s 
  wizzrobes, 
  under 
  Orvis’s 
  dazed 
  direction, instead turned to magic to subdue and 
  destroy the mighty creature.  Their most 
  powerful spells could only stun and enrage it.  
  The Thunderbird killed many of the king’s 
  soldiers and Pesllan’s surrendered men without 
  strain, and Orvis shortly realized that their only 
  option was retreat.  He called on the wizzrobes to 
  hit it as hard as they could while the soldiers 
  retrieved their casualties.  The maneuver gave 
  them barely enough time to drag the bodies 
  through the broken-in door that the Thunderbird 
  could not fit through.  It was sealed further with 
  their magic, and, bearing the bodies of their king 
  and comrades, Orvis and rest of the Hyrulian 
  forces limped out of the palace, placing a seal on 
  it to keep the Thunderbird from bursting out and 
  perhaps slaying the entire population of the 
  subcontinent. 
  Since that time, however, someone placed the 
  Triforce of Courage in the Great Palace, after it 
  had been long given-over to the Thunderbird and 
  whatever vermin and monsters chose to haunt it.  
  Perhaps one of the princes to succeed Regellus, 
  or perhaps Orvis, or perhaps one of Link’s lesser-
  known incarnations, was able to hide the sacred 
  triangle there, despite the presence of the 
  Thunderbird, and then place over the Great 
  Palace the “binding force” as a superior seal to 
  the one Regellus’s wizzrobes had put up, linking 
  it with the statues erected in the abandoned 
  palaces that dotted the landscape of North and 
  East Hyrule.  Then he left, in an indecipherable 
  scroll, the instructions that exhorted Link II to 
  retrace his footsteps in the course of opening the 
  Great Palace, defeating the Thunderbird and then 
  his own shadow, and recovering the Triforce of 
  Courage.  As to whatever force turned Link’s 
  shadow against him, some theorize that the 
  ghost of Pesllan, or perhaps one of his senior 
  wizzrobes that was slain by the Thunderbird, 
  never 
  left 
  the 
  place, 
  and 
  seized 
  Link’s 
  appearance as the chance to regain life and 
  power.  Others suppose it might have been an 
  evil being that snuck in with the unknown person 
  who placed the Triforce and the binding force, or 
  perhaps along with Link when he entered the 
  Great Palace. 
  Suppositions aside, North Hyrule now continues 
  to prosper, still paying homage to and protected 
  by the throne of Central Hyrule.  Lately, it seems 
  that control is coming more completely into the 
  hands of the king as the country bonds closer 
  with its neighbor.  It is still huge and for the 
  large part uncharted. 
  
   
   
  157
  The Myths 
  • 
  As fast and unannounced as the lightning 
  that 
  precedes 
  its 
  namesake, 
  the 
  Thunderbird appeared out of nowhere 
  ages ago, on the day Pesllan Dragmire 
  fell.  Its origins are much-wondered at by 
  academics and wizzrobes of Hyrule (North 
  and South), some out of pure curiosity, 
  some 
  who 
  wouldn’t 
  mind 
  having 
  a 
  creature even half as mighty as the 
  Thunderbird at their disposal, and some 
  who wish to prevent whatever blunder 
  Pesllan’s wizzrobes made that summoned 
  it in the first place. 
  • 
  Kasuto is a community that had it rough.  
  This township, located  on the far eastern 
  shore of the subcontinent, is not the first 
  place to bear the name.  Its population 
  abandoned the original, located in the 
  south, when it was overrun with monsters 
  suddenly.  The raid that drove them off 
  was unprecedented in its size; other 
  towns weather attacks all the time.  
  Hence, its cause is often wondered at. 
  • 
  If the kokiri are obscure beings to most 
  people in Central Hyrule, then they’re 
  almost mythical in North Hyrule.  The 
  great stands of trackless forest in North 
  Hyrule, coupled with some well-placed 
  illusions, make a sighting of a kokiri rare 
  indeed.  Reports of them are limited to 
  vague glimpses of what seem to be spirits 
  in the forms of children. 
  • 
  Some legends say that after Link claimed 
  the Triforce of Courage from the Great 
  Palace, he re-locked the edifice, took the 
  crystals that had been the keys to the 
  Great Palace, and hid them.  Some say 
  they were thrown into the sea, some say 
  that 
  they’re 
  all 
  locked 
  in 
  a 
  room 
  somewhere in the North Palace, and 
  others that they are buried in various 
  locations 
  across 
  Hyrule. 
   
  Nowadays, 
  anyone wishing to enter the Great Palace 
  has an ordeal greater than Link’s ahead of 
  them, for before they can place the 
  crystals to unlock the binding force, they 
  must first find them. 
  Places of Interest 
  North Palace: This edifice of not-immodest size 
  stands on an island in the middle of a large lake 
  on the mainland of North Hyrule, connected to 
  the shore by a long, strong causeway.  The first 
  palace was built there for its great defensibility 
  by King Regellus II’s  son and heir, Aermis I.  
  Aermis inherited from his fallen father the 
  responsibility 
  of 
  rebuilding 
  a 
  North 
  Hyrule 
  devastated initially by Pesllan’s conquest and 
  then the war fought to depose him.  The fortress 
  was completed within the first few years of his 
  reign, and as further years passed, he found the 
  administration of both kingdoms to be difficult 
  and straining, so he took oaths of fealty from the 
  mayors of each of the towns, and then asked 
  them to elect a viceroy to reside in the North 
  Palace, who would serve for three years and then 
  step down to be replaced by a newly-appointed 
  representative.  They chose a man Aermis came 
  to count as a valuable vassal and friend, Charles 
  of Mido, the port-town.  Their friendship helped 
  bind the two kingdoms in this early stage of their 
  relationship.  When Charles left office, his 
  beautiful cousin Cambrose was elected next, and 
  when her term ended, Aermis actually married 
  her.  The North Palace is also where Princess 
  Zelda, in her enchantment-inflicted sleep, was 
  placed, where Impa brought Link II up to speed, 
  and from whence that hero departed to recover 
  the Triforce of Courage to save her. 
  Towns: Rauru, Saria, Darunia, Ruto, Nabooru--
  names of the sages who originally helped seal 
  Ganon away.  Bustling townships in North Hyrule 
  also bear their names.  Their founders chose the 
  titles in honor of the ancient sages.  The port 
  town of Mido and the hidden town of Kasuto (and 
  the ruins of its old incarnation) can’t go without 
  mention, of course.   Most of these towns are 
  bustling centers of trade (especially Mido), 
  housing a range of every social class and 
  vocation, 
  from 
  academics 
  to 
  weavers 
  and 
  everything in between.  Some have grown since 
  the Triforce of Courage was recovered, and some 
  entirely new ones have sprung up. 
  Palaces: The subterranean palaces that Pesllan 
  Dragmire had been building for his lieutenants 
  were never completed, as King Regellus II’s 
  forces fell on them and destroyed the warlord’s 
  forces while freeing the enslaved citizens who 
  had been building them.  They were mostly-
  abandoned except for vermin and monsters 
  thereafter.  Then the unknown person who 
  placed the Triforce of Courage in the Great 
  Palace erected the mysterious statues and re-
  populated them with stronger monsters.  After 
  Link placed one of his six crystals in each palace, 
  it sealed itself behind him, and all would likely 
  have stayed that way.  But soon after awakening 
  Princess Zelda, Link put the binding force over 
  the Great Palace once more, fearing that though 
  the Thunderbird was seemingly destroyed, the 
  particularly violent and dangerous things that still 
  lived in it might leave, or harm anyone who 
  passed the lava flows and monsters to reach the 
  palace’s gates.  The re-sealing of the Great 
  Palace made the crystals drop out of the statues 
  in each of the other palaces once again and 
  reopened them.  Link collected and scattered the 
  crystals, thinking that though the lesser palaces 
  were dangerous, there was little he could do now 
  to seal them.  They are still open to explorers. 
  Death Mountain Caves: The volcanoes of the 
  Death Mountain range have been extremely busy 
  
   
   
  158
  through the ages.  One feature that they gave 
  rise to is an elaborate, interconnected complex of 
  caves in its eastern stretches, shaped from lava 
  flows, earthquakes, and underground rivers and 
  geysers.  Of course, tunneling races such as the 
  gorons have taken full advantage of the area’s 
  geology, 
  carving 
  out 
  communities 
  for 
  themselves.  Underground is also home to some 
  of the more dangerous monsters in Hyrule, who 
  are indifferent to the surface world and hence 
  almost always there, whether or not Ganon is 
  stirring up trouble or not. 
  King’s Tomb: In the midst of a vast cemetery, 
  the resting grounds of the thousands who fell 
  during the six years between the beginning of 
  Pesllan’s conquest and his defeat, there stands a 
  grand, solitary sepulcher.  King Regellus II is 
  buried here, his queen along with him after she 
  passed on some years after his fall.  She believed 
  that he would’ve wanted to be buried in North 
  Hyrule, the neighbor that he gave his life to aid.  
  It serves as a powerful reminder and a symbol of 
  the bond between the two kingdoms.  It is 
  always under guard, and visited frequently by 
  citizens 
  who 
  come 
  to 
  pay 
  their 
  respects, 
  especially on the anniversary of the annexation. 
  “East” Hyrule:  Thousands, if not millions, of 
  years ago, the landmass that makes up the 
  subcontinent of East Hyrule pulled away from the 
  mainland and has only grown higher out of the 
  water since then, until gaining its current size 
  and shape.  It’s smaller than the mainland of 
  North Hyrule, and perhaps better-charted, but 
  certainly no less wild.  Its bays are valuable to 
  shipping 
  and 
  shipbuilding, 
  but 
  its 
  natural 
  resources are somewhat limited with the size of 
  the island, even as considerable as it is. 
  The Lost Woods 
  The Land 
  Ancient, tall, vast, and filled with life and the 
  magic of Forest, the Lost Woods stand partially in 
  the land of Hyrule, spreading its boughs over 
  several of its kingdoms, and watching over all.  
  Some say that life itself emerged from this forest 
  and wended its way out into the world, and the 
  heavy presence of the power of Farore may be 
  testament to this theory.  The more “civilized” 
  peoples are rare outsiders to the Lost Woods, for 
  most have grown out of their primal connection 
  to the force of life and rampant growth.  But few 
  of them violate the forest, as lucrative a source 
  for timber and game as it is.  The Lost Woods are 
  very much alive and have many fierce guardians 
  and predators against those who would defile it, 
  but also many secrets and treasures as rewards 
  to the bold. 
  It should go without saying that the prominent 
  feature of the Lost Woods is trees, and a lot of 
  them.  There are other items of interest, 
  however.  Covering some slopes of the Death 
  Mountain range, high ground is also included in 
  some areas, as well as some valleys.  Vales, 
  meadows, 
  and 
  clearings 
  are 
  scattered 
  throughout.  There are streams, springs, bogs, 
  and ponds, but really no rivers or lakes.  Great, 
  round boulders grow out of the ground in spots, 
  and there are other more mysterious locations, 
  where the sensitive can literally taste the magic 
  in the musty air. 
  The borders of the woods are more hospitable, 
  but still dangerous and unwelcoming.  Some say 
  that 
  the 
  Woods 
  has 
  intelligence 
  and 
  consciousness, and if that’s so, then the fringes 
  lack that quality. 
  The Lost Woods scare most folk.  They’re 
  dangerous and impossible to regulate, tales of 
  terrible creatures roaming their glades are most 
  often true. 
  The People 
  The kokiri are too reclusive and concealed to be 
  called the “prominent” race of the Lost Woods, 
  and neither do they exercise “dominion,” being at 
  one with the woods, not in a position of power 
  over them.  “Best-established” may be the best 
  way to describe them, then, with their small, 
  scattered villages secreted away from the outside 
  world existing in close harmony with the trees.  
  To most kokiri in the Lost Woods, the land 
  beyond the borders of the forest is myth and a 
  land of bogeymen, which holds only death to the 
  small children of the Woods.  Deku scrubs, living 
  in isolation for the most part, are scattered 
  through all areas of the forest, and do well for 
  themselves.  Fairies, both those bonded to kokiri 
  and the wild sort, are also numerous. 
  Below the scrubs are the moblins, who exist in a 
  fashion typical for their race by hunting beneath 
  the vast canopy, venturing out sometimes to 
  raid, 
  and 
  attacking 
  traveling 
  outsiders 
  on 
  Darkgrove Road when they can.  There are no 
  communities of hylians in the Lost Woods, but 
  solitary hermits might be found (only in the 
  fringes, however).  The Hyrulian soldiers who 
  guard the Darkgrove Road from moblins and 
  other predators live there uneasily in a fort, 
  rotate out every so often, and they go no further 
  into the woods than is absolutely necessary.  
  Isolated gerudo bands vie for hunting grounds 
  and space with the moblins, but they’re at a 
  great disadvantage compared to the other flavor 
  of bandit, and groups are often short-lived. 
  The History 
  The Woods have always stood in Hyrule.  They 
  are older than the kingdom of Hyrule, older than 
  Death Mountain, as old as the world itself and 
  the Triforce the goddesses who created it left 
  behind.  It has constantly renewed itself, old 
  trees growing taller still and young trees racing 
  upwards in the springtime of every year.  Its 
  borders have expanded and contracted while its 
  
   
   
  159
  sprawl grows and its natural magic throbs--it was 
  once larger than it is now, and once smaller as 
  well, but it has always stood, and, seemingly, 
  always will, come blight or frost or fire.  The 
  history of the Lost Woods is as old as Hyrule’s. 
  The oldest feature may or may not have been the 
  Great Deku Tree.  Most kokiri hold that the Deku 
  Tree was the first to sprout when Farore’s magic 
  permeated the world, and was thereby blessed 
  with its wisdom and strength directly from the 
  goddess of the Forest.  Tall, speaking trees are 
  not unique in the world, but the Deku Tree was 
  certainly exceptional.  It raised the world’s first 
  kokiri with a gentle, grandfatherly manner, and 
  watched over the Woods as the world matured.  
  Its wisdom, and sacrifice may be what saved the 
  world from Ganondorf when he first claimed the 
  Triforce, for the Tree is the same one that 
  watched over Link I as he grew up, literally 
  planting the seeds of courage in his mind and 
  heart that grew and bloomed to make him the 
  great hero he came to be.  But perhaps the 
  oldest tree, perhaps not, it died on the day that 
  Link broke the parasitic curse Ganondorf inflicted 
  on it, returning slowly to the earth and nurturing 
  the new tree that thereafter began to grow at its 
  roots.  This new tree watches over the Woods 
  with the same spirit of wisdom, and though it 
  may not be as old or powerful as its predecessor, 
  it’s on it’s way there, and doing a good job. 
  The Myths 
  • 
  One of the best-known warnings to 
  outsiders about the Lost Woods is that 
  you shouldn’t get lost in them, especially 
  at night, for those that do are said to turn 
  into skeletal stalfos and wander the forest 
  for eternity. 
  • 
  Somewhere in the Woods is said to be the 
  “rabbit hole” that led Link I to Termina.  
  Whether it was a magical teleported, or 
  literally some great shaft that he fell 
  through all the way to the other side of 
  the globe, is unknown, as is exactly where 
  it can be found.  Perhaps it is marked by a 
  rough carving in the bark of a huge tree, 
  of four strange figures. 
  • 
  The 
  wild 
  fairies 
  in 
  the 
  Woods 
  are 
  something of a mystery.  Sightings of 
  them 
  are 
  common 
  enough, 
  but 
  conversations are verging on impossible.  
  They aren’t as docile as the fairies bonded 
  to the kokiri, and neither do the bonded 
  fairies speak of their wild cousins. 
  Places of Interest 
  Forest Temple: This castle-like temple is kokiri-
  built and very old, but not as old as the Great 
  Deku Tree.  Its stones are coated in most places 
  with moss or being pulled down by ivy.  It is 
  tribute to Farore, Goddess of Courage, and her 
  aspect of Forest.  Vines crawl up its walls, lawns 
  grow in its open-aired areas, as well as shrubs 
  and trees.  Ghosts are said to haunt it, and traps 
  and 
  puzzles 
  to 
  guard 
  it 
  from 
  unwelcome 
  interlopers.  The state of the temple is reflected 
  in the forest surrounding it; both flourish and 
  suffer at the same time.  Only areas far distant 
  from 
  the 
  temple 
  are 
  independent 
  of 
  this 
  influence. 
  Kokiri Forest: The first kokiri community in the 
  Lost Woods, which grew up around the Great 
  Deku Tree.  This is also the place that Link I grew 
  up and began his quest.  The community’s 
  leader, Mido, who used to bully the fairy-less Link 
  around, still lives here and watches over the 
  kokiri who live here, perhaps with more maturity 
  than he showed in earlier days.  The irony is not 
  lost on him that he’s actually older than the Deku 
  Tree that now stands a stone’s throw away from 
  his home.  The Kokiri Forest is the closest kokiri 
  village to Central Hyrule, but it’s also the best-
  hidden from outsiders. 
  Great Deku Tree: The Tree that stood in its 
  glade while Link I was growing up is long-since 
  gone to dust, to nourish the rest of the plant life 
  with nutrients gathered for centuries and magic 
  inherent in every splinter of its wood, and he 
  wouldn’t have wanted it any other way.  When 
  the Forest Temple was cleared of Ganondorf’s 
  taint, the Deku Tree’s successor could finally 
  crown through the soil and begin to grow in 
  earnest--in size, strength, and wisdom. 
  Forest Maze: One area of the Lost Woods that 
  outsiders seem to stumble across more than any 
  other, and many never make it out.  It may be 
  that the Woods actively guides intruders to the 
  maze through illusion or actually moving its trails 
  around the ignorant outsider, to shunt him into 
  the maze.  Those that actually make it out are 
  much more unharassed, as if they’ve proven 
  their worthiness to the Woods.  That still doesn’t 
  make it easy to get around in them, though. 
  Darkgrove Road: A straight, flat road cuts 
  through the Woods, a big artery of commerce 
  between Central and Northern Hyrule.  But no 
  hylian, moblin, or kokiri made it in the first place, 
  nor do any maintain it--floods do not seem to 
  erode it away, nor weathering of any other kind, 
  either.  But hylian merchants traverse it, 
  frequently and nervously.  And moblins and 
  gerudo prey on them when they can.  Hence the 
  soldiers that have a small fort about midway 
  along the road’s length, built in a clearing of 
  stone and timber--imported timber.  The troops 
  here constantly rotate out, for guard duty of the 
  Darkgrove Road is nerve-wracking to them.  
  They’re fully aware of what outsiders they are, 
  and that the Woods’ tolerance of them is 
  grudging at best. 
  
   
   
  160
  Zora’s Domain 
  The Land 
  Zora’s Domain is a tiny, secluded cul-de-sac in 
  the Kingdom of Hyrule, the only home to the 
  aquatic people in the entire region--even the 
  local seas  hold few of them under their waves.  
  It’s also one of the very few inland colonies of 
  zoras, and neighboring kingdoms even more 
  landlocked that Hyrule are more likely to have 
  zora in their freshwater lakes, ponds, swamps, 
  and rivers. 
  A 
  magically-concealed 
  doorway 
  behind 
  a 
  waterfall leads to the cool grotto of smooth, 
  light-colored stone with its clean lake, small 
  waterfall, and twisting “staircase” spire, besides 
  the dwellings of the zora who live here.  The 
  throne room local king of the zora stands high at 
  the top of the spire, where the water from the 
  Zora’s Fountain flows past him to cascade down 
  the waterfall, into the lake, and eventually flow 
  into the Zora’s River, which masks the entrance 
  of the cavern.  The spray and relative seclusion 
  from the sun makes most of the domain a little 
  chilly, and the ground often slick. 
  The People 
  Zoras exclusively call the Zora’s Domain home; 
  this colony is particularly xenophobic, due in no 
  small part to the trouble Ganondorf brought so 
  long ago.  Outsiders have brought little but 
  trouble to the Zora’s Domain, and even Link’s 
  heroics aren’t enough to offset that in the minds 
  of the zoras.  So the spells that seal the Domain 
  away from the rest of Hyrule remain in place, 
  passable only by those few who know its secrets.  
  They do venture out of their home occasionally, 
  sometimes to trade, but most prefer to take the 
  secret passage between Lake Hylia and the 
  Domain when they wish to emerge.  For the most 
  part, they’re self-sufficient between the Domain 
  and the lake, with ample supplies of fish and 
  their own water gardens for food, raw materials 
  for making instruments, and not much need for 
  anything else.  The community is somewhat 
  downtrodden with the departure of their deity, 
  with little ambition to grow out, feeling they’ve 
  lost his favor.  Despite the alliance the royal 
  family of Hyrule has with the zora here, the day 
  may come when the Domain simply dies out, or 
  its remaining population leaves for bluer waters, 
  seeking their lost deity and the place of pride 
  they once possessed. 
  The History 
  Early in the First Era, a zora king and his retinue 
  appeared suddenly in the Domain along with 
  their huge, whale-like god, Lord Jabu-Jabu.  How 
  such a creature came to be so far inland is a 
  mystery, but all have always lived in seclusion in 
  their grotto from their beginnings here.  It’s 
  unknown how King Sengras V, great-grandfather 
  of Princess Zelda I, came to be aware of the 
  zora’s home location, but he garnered King 
  Zora’s favor and allegiance in exchange for the 
  promise of continued seclusion for the Zora’s 
  Domain.  Ganondorf’s touch was felt here in the 
  First Era when he afflicted Jabu-Jabu with a 
  dangerous parasite, defeated by Link in his 
  search for the Zora’s Sapphire.  Worse things 
  were to come for the Domain, however, when 
  Ganondorf took the Triforce of Power and moved 
  on the grotto.  Jabu-Jabu fled, somehow, and did 
  not return, leaving the Domain (including its 
  monarch) to be frozen by the gerudo king.  Even 
  though thawed with Ganondorf’s defeat, the 
  Domain went into even-deeper seclusion after 
  Jabu-Jabu left to escape Ganon.  Much like the 
  gorons on Death Mountain, the zora are sparse in 
  numbers and low in spirit now. 
  The Myths 
  • 
  Lord Jabu-Jabu was bigger than many 
  whales, yet somehow, he managed to not 
  only appear in the middle of landlocked 
  Hyrule, 
  but 
  also 
  disappear 
  when 
  threatened seriously by the King of Evil.  
  He was not, it seems, destroyed by 
  Ganondorf.  Where he came from and 
  where he went are unknown, though 
  some theorize it was the Sea of Storms in 
  Labrynna, though the zora of Hyrule are 
  not aware of this.  The question remains, 
  though, how several hundred tons of 
  whale-like god, normally content to float 
  in the fountain and be fed by his 
  caretakers, was able to move thus. 
  • 
  The 
  secret 
  underwater 
  passage 
  that 
  connected the Zora’s Domain and Lake 
  Hylia was once much easier to find, but 
  the 
  zoras, 
  in 
  their 
  defense 
  and 
  reclusiveness, demolished the entrance in 
  the lake and apparently built a new one, 
  better-hid than the previous.  Very few, if 
  any, non-zoras know its new location, but 
  it seems to still be in use. 
  Places of Interest 
  Zora’s River: The river poured from what came 
  to be known as the Zora Fountain for many 
  centuries before the zora originally arrived, and 
  its rapids carved out this small, slightly-twisty 
  valley before the riverbed widens out and slows 
  down.  Their arrival tamed the river, through, 
  made it dependable, mellow, and cleaner, but the 
  steep walls the water once cut remain.  Not 
  many being live here, due to prohibitions from 
  the throne of Hyrule.  Fish are also a bit scant, 
  but animals and monsters can be found. 
  King Zora’s Court: Surrounded by the water 
  and stone of his seat, the king of Hyrule’s zoras 
  holds sway here, in an intricate game of courtly 
  manners reflected in the homes of other zoras 
  and would be the awe of any Hyrulian courtier 
  who saw it.  Though the prestige of the zoras 
  
   
   
  161
  who live in the Domain is weakened, King Zora 
  (the title devolves onto each zora who succeeds 
  to the throne) retains his dignity and respect, 
  making the most out of the watery life of the 
  Domain, entertaining and contemplating ideas on 
  how to find and return Lord Jabu-Jabu and 
  restore the glory of the zoras of Hyrule, among 
  other things. 
  Zora Fountain: This lake of not-immodest size 
  and depth was the headwaters of the Zora’s 
  River, and the place of residence for Jabu-Jabu, 
  whose bulk floated here, fins paddling idly, 
  bedecked with a “headdress” of gold and jewels 
  fitting to his station as a deity.  Though Jabu-
  Jabu is gone, his blessing seems to linger, and 
  since the Domain was thawed out, the water has 
  never stopped flowing out of the Fountain to feed 
  the Zora’s River.  Here can also be found a 
  strange cavern that, when the Domain was 
  frozen, Link explored.  It’s unknown if Ganondorf 
  caused a blight of some sort within this cave that 
  caused the Fountain to freeze over, or if it has 
  always been and may still be icy.  A Great Fairy 
  is said to live in the Fountain as well, much 
  similar to the one on the peak of Death 
  Mountain. 
  Great Sea 
  The Land 
  Land?  What Land?  Oh you mean the specks of 
  dirt out there.  They're called islands.  The great 
  sea is a huge body of water, how large none can 
  say, but it covers all of the ancient kingdom of 
  Hyrule.  More than a hundred islands of varying 
  sizes dot the surface of the sea.  A sleepy place, 
  change comes slowly to the great sea.  The 
  people dream of the ages that came before, but 
  accept them as being gone, and so they toil 
  onwards without complaint.  Stormy at times, the 
  Great Sea is unusual in many ways.  For one, 
  there are no edible fish swimming in it's waters, 
  only predatory beasts.  This is but one of the 
  many mysteries inherent to this sea in the sky. 
  The People 
  The Peoples of the Great Sea include the 
  remnants of the once proud Hylian race, the Rito, 
  and remnants of all of the other races in one 
  form or another.  The Hylians generally live 
  wherever they can get a foothold, being stubborn 
  and unyielding, like rocky cliffs constantly being 
  blasted by the sea.  The Gorons have become  a 
  race of traveling merchants, traveling from here 
  to there on rafts, trading as they go.  The Zora 
  have all-but disappeared in this age, most 
  believe that they have shunned the outside world 
  and retreated into their undersea kingdoms for 
  good.  The Kokiri are perhaps the most changed 
  in this place.  They have become a race called 
  the Korok, a very different race, in order to 
  better serve the Great Deku tree in this changed 
  world.  The Rito are a relatively new race.  Once 
  Hylian, they came to live on an island claimed by 
  the Wind Spirit Valoo, and slowly became the 
  winged race they are today. 
  The History 
  The history of the great sea is a most confusing 
  thing.  No one knows how long the great sea has 
  existed, and isolation caused by the sea has 
  made keeping track of major events very hard.  
  The Great Sea has existed for several hundred 
  years however.  It's origins lie in a dream of 
  things that never happened.  The Great Sea was 
  never meant to exist, but it does, a world in the 
  sky.   
  The Great Sea sits atop what was once and still is 
  the legendary kingdom of Hyrule.  Because of the 
  dissaparate time lines of the two places traveling 
  from one to the other is dangerous and 
  confusing.  Several hundred years ago, when the 
  hero Link II would have come to save Hyrule 
  from Ganondorf, something went wrong.  The 
  second incarnation of the Hero of Time never 
  appeared in the timeline of the Great Sea, and so 
  Ganondorf was loosed to have his way on the 
  world.  The people of Hyrule prayed to the 
  goddesses for deliverance and were told to cull 
  the weak, the evil, and the undeserving from 
  their numbers and take them to live atop the 
  mountains.  Following the goddesses dictates 
  they did so and were amazed and horrified when 
  the Goddesses sent a terrible storm down upon 
  Hyrule.  It rained for a very long time, some say 
  years, but when it was all over, Hyrule was 
  buried beneath the waves, it's once splendorous 
  cities wiped off the face of the planet.  And 
  Ganondorf was sealed away once more... for a 
  time at least. 
  Ganondorf did return eventually however, taking 
  up his quest to find the Triforce once more, but 
  was defeated in the nick of time by two familiar 
  but changed people.  Link, the Hero of Winds, 
  second incarnation of the Hero of Time, and 
  Tetra, the second incarnation of the Princess 
  Zelda.  The two managed to defeat the King of 
  Evil before he could grow too powerful but in the 
  process made it so that the Great Sea could 
  never become what it once had been again.  The 
  old kingdom of Hyrule was scoured away in their 
  timeline.  However, travel between the two 
  places is still possible. 
  The Myths 
  • 
  It is said that the Hero of Time left a 
  cache of very powerful items on one of 
  the 
  islands, 
  but 
  these 
  reports 
  are 
  unsupported. 
  • 
  A strange tower, rising above the ocean, 
  was spotted by sailors recently.  Rumor 
  has it that inside lie great challenges and 
  even greater rewards for those brave 
  enough to seek them. 
  
   
   
  162
  • 
  A popular sailor's tale, the legend of 
  Cyclos, tells of a sword with the power to 
  generate cyclonic winds.  Recently reports 
  have come in that suggest that the sword 
  might indeed exist. 
  • 
  There is rumored to be an area of the sea 
  where the water is like glass, therein one 
  can see what remains of a great windmill. 
  Places of Interest 
  Outset Island: Home of the now legendary Hero 
  of Winds, this island is fairly large and is quite 
  pleasant.  The high, rocky cliffs of the island are 
  covered with dense forest, but the beach is quite 
  hospitable.  Many things are said of this island, 
  most of them wrong, but the Hero of Winds, his 
  sister, 
  and 
  his 
  grandmother 
  live 
  here.  
  Adventurers from all over the Great Sea come to 
  the island to meet and challenge the Hero of 
  Winds (those who challenge him go home heart 
  broken) and as such the island has become a hot 
  bed of trade and activity. 
  The Forsaken Fortress: This rocky, barren 
  island was once the location of the Forsaken 
  Fortress, a large fortress used by a group of 
  pirates, and then Ganondorf as a hideout.  The 
  island is home to many Moblins, Dokoblins, and 
  the like, even after their lord's defeat at the 
  hands of Link.  Travelers tend to avoid this place 
  like the plague. 
  Windfall Island: Once the most important 
  center of trade on the seas, Windfall Island has 
  recently taken a back seat to Outset Island.  The 
  island is still very pleasant, its huge stone gates 
  being a very recognizable and beautiful feature.  
  All sorts of trade goes on here, merchants from 
  all across the great sea flock here to sell their 
  wares.  Windfall Island is noted for having the 
  largest population of any island, though Outset 
  Island is rapidly catching up to it. 
  Forest Haven: The mysterious Forest Haven, 
  home of the Spirit of Earth, the Great Deku tree.  
  This virtually inaccessible island is pleasant once 
  you get into the interior.  Cool mists blanket the 
  forest within, exotic birds flutter overhead, and 
  the Koroks go about their business.  The Great 
  Deku tree has been known to give out quests to 
  adventurers, but he mostly just gives advice. 
  Dragon Roost Island: Dragon Roost Island is 
  the home of Valoo, the Spirit of Air.  It is also 
  noted for its shrine to the two wind gods Zephos 
  and Cyclos.  The Rito live on this island, and their 
  mail service has its base of operations here.  The 
  Great Valoo is said to be a good conversationalist 
  if you understand Ancient Hylian and sometimes 
  spends hours chatting it up with Academics and 
  the like.  If the conversation amuses him he has 
  been known to hand out special gifts. 
  The Earth Temple: This mysterious temple was 
  one of two never visited by the original Hero of 
  Time.  The Sage of Earth, Medli, lives here, 
  harping away to empower the Master Sword with 
  its ability to destroy evil in all of its forms.  The 
  temple is large and some would say dangerous, 
  but after having been cleansed of evil by Link, it 
  is quite pleasant.  Medli welcomes visitors and 
  loves to hear news of the outside world. 
  The Wind Temple: The second temple that the 
  Hero of Time never visited is the Wind Temple.  
  The Sage of Wind, Makar, plays his violin deep 
  within this temple, and along with Medli, imparts 
  great power unto the Master Sword.  The temple 
  is even larger than the Earth Temple, and very 
  dangerous even cleansed of evil.  Makar likes 
  visitors, but likes his own company equally well, 
  and has an obsession with being the best violin 
  player the Great Sea has ever seen. 
  Holodrum 
  The Land 
  Holodrum is located on the same continent as 
  Hyrule, and is a vast land of rolling hills, verdant 
  forests, balmy deserts and musky swamps. To 
  the north, lies the pleasant peak of Mount Cucco, 
  where migrating gorons have established a 
  peaceful colony, trading with the nearby Sunken 
  City. To the south, the natives live out their 
  peaceful lives in Horon Village, trying to maintain 
  their balance with nature and the surrounding 
  denizens. Underneath this pleasant exterior lie 
  the seeds of adventure. Ruins from the past can 
  be found, hidden in the deepest woods, or tucked 
  away in the furthest reaches of the mountains. A 
  troubled past lies scattered, waiting for any 
  adventurer with a thirst for knowledge to uncover 
  its mysteries. 
  The People 
  The people of Holodrum are pretty laid back and 
  peaceful, although much of the native flora and 
  fauna isn’t quite as agreeable. The native hylians 
  of the land sent to live near the southern coast of 
  the continent, in the relatively large settlement 
  of Horon Village, although there are other 
  settlements to be found amongst the scattered 
  lands. For example, Sunken City is a small colony 
  that can be found at the base of Mount Cucco. 
  Of the other races, only two are known to have 
  established settlements in Labrynna. Gorons 
  occupy the innards of Mount Cucco itself, 
  maintaining a health relationship with the settlers 
  in the Sunken City. The gorons settled here 
  sometime after their great evacuation, led by 
  their provincial leader, Biggoron. 
  In the heart of the country, moblins can be 
  found, encamping in the ruins of the Castle of the 
  Moblin King. Despite the Moblin King’s defeat 
  some time ago at the hands of a brave 
  adventurer, they still remain in the area, raiding 
  homesteads and campsites for supplies. All 
  efforts to drive them out of the area have failed. 
  This is not to say the other races are not to be 
  found in the lands of Holodrum. Zora can 
  sometimes be seen in the waterways of the land, 
  
   
   
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  and deku can be found deep in the forests. 
  Subrosians sometimes sneak about, exploring 
  the world above, but hiding from others that 
  pass. Even the odd tokay adventurer can be 
  spied, although this is very rare indeed. 
  The History 
  The history of Holodrum is long and mysterious, 
  yet only the most recent events of the last few 
  centuries have been recorded in any detail. 
  Beyond this time, only the ruins of the ages mark 
  the happenings of the past. To the south, in a 
  graveyard remaining from a settlement that has 
  been lost to the passage of time, lays the 
  Explorer’s Crypt, a tomb to an ancient hero of 
  the land. The name has long been worn away, 
  the walls within have crumbled, no longer telling 
  of the deeds of this legendary figure. To the 
  north, lie some ancient ruins, their purpose 
  unknown, yet the evident glory still partially 
  remains. These ruins are guarded by doors 
  sealed with locks that can only be opened with 
  gemstone keys, most of which have been 
  scattered to the winds of time. 
  Of recorded history, Holodrum has always been 
  peaceful, where the inhabitants have been 
  content to live out their simplistic lives, with only 
  the limited chaos that is part of the cycle of 
  nature. However, there is a record of a time of 
  true chaos in the recent years, where the 
  seasons went wild, and hardships wracked the 
  land. The heat of the sun melted the caps of 
  Mount Cucco, causing intense flooding to the 
  low-lying lands of the region, and flooding the 
  sunken city, from which the name of the 
  settlement is now taken as a reminder of the 
  tragic loss of life that ensued. Further south, 
  unexpected winter caused the harvest to die, and 
  left many of the villages without food for years to 
  come. Harsh winds and violent storms blasted 
  the land, whipping tranquil waters into violent 
  whirlpools. Trees fell, crushing houses and 
  blocking trade routes. Trees, rocks, and animals 
  died, some areas of which never fully recovered. 
  Onox, self-proclaimed General of Darkness, who 
  formulated a dastardly plan to end all life in the 
  land, caused this chaos. He captured Din, Oracle 
  of Seasons, and buried the Temple of Seasons, a 
  temple in the north of the land to far beneath the 
  world, thinking that no-one would be able to 
  reach it. What he did not know was that far 
  beneath the land was the Subrosian Underworld, 
  a land of fire, metal, and lava, and the homeland 
  of 
  the 
  reclusive 
  subrosians. 
  Onox’s 
  magic 
  breached the boundary of this underworld, and 
  trapped the Temple there, away from Holodrum, 
  but still in reach. The legendary Hero of Time is 
  reported to have reached the Temple of Seasons, 
  and with the aid of the season spirits, and with 
  the Maku Tree in Horon Village, defeated Onox 
  and rescue Din. 
  However, 
  despite 
  Onox’s 
  defeat, 
  and 
  the 
  subsequent restoration of the powers of the 
  seasons, Holodrum still has yet to fully recover. 
  Still, time goes on, and life struggles to survive, 
  and the land is slowly reverting to its former 
  peacefulness and tranquility. The ruins of Onox’s 
  tower can still be seen as can the ruins where the 
  Temple of Seasons once stood. Now, the Temple 
  of Seasons, along with the Season Spirits, 
  remains in Subrosia, where many adherents of 
  nature make a pilgrimage to seek their council. 
  The Myths 
  • 
  Subrosians have long been seen in 
  Holodrum, exploring the world above, yet 
  hiding from other inhabitants. Rumor has 
  it that there are portals leading to the 
  Subrosian Underworld, yet these have yet 
  to be found. However, they must exist; 
  otherwise 
  the 
  recorded 
  histories 
  of 
  Holodrum would be wrong, for without 
  them, the Hero of Time could never have 
  reached the Temple of Seasons. Still, they 
  have yet to be discovered, for they only 
  seem to appear at random, usually when 
  a snooping subrosian explore the strange 
  world above. Do subrosians have some 
  sort of control over these portals, or is 
  there some sort of device? If there are 
  portals to the Subrosian Underworld, are 
  there 
  portals 
  to 
  other 
  lands 
  only 
  mentioned in obscure references – Hyrule, 
  Termina, Labrynna, or Koholint Island? 
  • 
  Deep in the Samosa Desert, lays a riddle 
  for enquiring minds. Plainly seen sticking 
  out of the sands in the prow of a ship, 
  several miles from the coast of the Sea of 
  Storms to the south. A hatch can be seen, 
  and inside lie the junk and debris of the 
  ages, and the stern is buried beneath the 
  sands. 
  All 
  manual 
  excavations 
  have 
  discovered is that the ship looks like a 
  huge pirate’s galleon, buried deeper into 
  the ground than anyone can dig. No 
  matter how deep, there always seems to 
  be more ship lying buried, and waiting. 
  Even worse, it seems impervious to 
  magic, for all such methods of extraction, 
  detection, and transportation seem to fail 
  without reason. There is no record of the 
  Samosa Desert being filled with water, 
  even during the time of chaos caused by 
  Onox. The ship itself seems to have been 
  there for as long as many of the ruins, if 
  not longer. 
  • 
  There is a tale going around of the golden 
  spirits. These golden spirits take the form 
  of many of the monsters in the land, and 
  challenge adventurers to beat them in a 
  trial of arms. Those that lose, awaken 
  sometime 
  later 
  to 
  find 
  themselves 
  stripped of their possessions and their 
  
   
   
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  dignity. Those that win are gifted with 
  some token or treasure of the past. It is 
  said that anyone who defeats all of the 
  golden spirits will be given the key to the 
  vast 
  horde 
  they 
  must 
  surely 
  have 
  acquired over the ages. This is harder 
  than it seems, for no-one knows for sure 
  how many spirits there are. Even worse, 
  these spirits return after being defeated, 
  to fight yet more brave adventurers 
  seeking the treasure of the golden spirits. 
  Places of Interest 
  Gnarled Root: Just north of Horon Village is the 
  Gnarled Root, a large tree that is almost as big 
  as the Maku Tree is. Its bark is withered and 
  twisted, forming a visage of an evil old crone, 
  and its limbs are lifeless and bare. Amid the roots 
  of the tree that extend above ground, an opening 
  can be seen leading deep into the earth. It is a 
  favored hideout for bandits and outlaws, but 
  even they do not probe deep into the bowels of 
  the caverns carves out by the passage of the 
  tree’s mighty petrified roots. 
  Hero’s Cave: In a cove to the west of Horon 
  Village lies a small cavern known as Hero’s Cave. 
  Despite its simple appearance, the cave is 
  actually a highly dangerous deathtrap built in the 
  forgotten past, possibly as a trial or gauntlet. The 
  trap starts small, but requires all the cunning and 
  power of a successful adventurer to make it 
  through. What lies at the end is unknown, for no-
  one entering the trial ever makes it out again. 
  Whether they die, or simply get transported to 
  another land cannot be certain, but many 
  foolhardy young boys have been lost after 
  exploring this deadly cave. 
  Horon Village: To the south of Holodrum lies 
  Horon Village, a tranquil settlement that serves 
  as the centre of the kingdom for the land. It is 
  home to the Maku Tree, the ancient advisor and 
  guardian of Holodrum. The Maku Tree is linked to 
  the Maku Tree in Lynna City, in the land of 
  Labrynna, and it is said that they can transport 
  people and items between them as they see fit. 
  Spool Swamp: To the west of Holodrum is an 
  area of extensive marshland known as Spool 
  Swamp. Usually it is warm and damp with 
  stinking bogs and treacherous mires that can 
  easily pull a man under the surface of the 
  stagnant waters. When Onox brought chaos to 
  the land by disrupting the seasons, Spool Swamp 
  was overrun with water, becoming one large lake 
  of poisonous filth. This situation was made worse 
  by the floodgates set near the mouth of the 
  swamp, designed to release the pent up waters 
  of the swamp out through a natural channel to 
  the 
  Sea 
  of 
  Storms. 
  The 
  gatekeeper 
  was 
  mysteriously absent at this time, and there were 
  rumors of both foul play, and some form of 
  collusion between Onox and the Gatekeeper. 
  
   
   
  165
  Spool Swamp has slowly returned to normal over 
  the last few years since the defeat of Onox, but 
  still there is a threat of floods during the rainy 
  season. 
  For an adventurer willing to brave the depths, 
  much of mystery can be found under the putrid 
  pools of Spool Swamp. Careless wanderers have 
  lost their possessions, their lives, or even both in 
  the deadly waters of Spool Swamp. Above the 
  surface is no less deadly, for there are many 
  creatures willing to take the life of an explorer in 
  order to survive. The most deadly of creatures in 
  the swamp is Mothula, a giant sentient moth who 
  views the entire of Spool Swamp as her own 
  kingdom. It can be found out in the swamp, 
  hunting for food or treasure, and will often take 
  prisoners back to her lair to lure others into the 
  Swamp. 
  Winter Woods: To the north east of Holodrum is 
  a large thick forest of pines, which spends most 
  of the year in the harsh grip of winter. Only in 
  the height of summer, while the other lands 
  blister in the heat of the sun, does the 
  permafrost covering the forest begin to melt, 
  allowing plants to bloom for the briefest of time 
  and for the surfaces of the pools within ripple in 
  the wind. During the chaos wrought by Onox, the 
  sun, causing the snow to melt and turn the area 
  into a vast bog of stagnant waters, ravaged the 
  forest. When the winter returned to the woods 
  after he was defeated, it caused most of the bog 
  to freeze. This has caused much of the forest 
  floor to be covered with a layer of treacherous 
  ice, covered with snow and debris from the forest 
  canopy. Many a careless wanderer has fallen 
  through the weaker patches, into semi-frozen 
  stagnant filth, only to be frozen over before they 
  can untangle themselves from the choke weeds 
  within. 
  The unnatural winter of the forest is rumored to 
  have been part of a protection cast upon the area 
  by the spirit of winter in the past. There are 
  undoubtedly fairies flitting between the trees in 
  the Winter Woods, but they are very rarely seen 
  up close. These mischievous sprites are friend 
  and foe to no one, leading wanderers into further 
  dangers, or delivering them to safety depending 
  upon their mood. 
  Within the twisting trees at the heart of the 
  Winter Woods lies the Snake’s Remains, a 
  labyrinthine cavern system said to have been 
  carved by the passage of a giant snake before 
  the recorded histories of Holodrum. The truth of 
  this claim has yet to be discovered, but many of 
  the local inhabitants of the woods use the 
  caverns as a lair. Other creatures are said to rest 
  further inwards, some so far back they have 
  never seen the outside world. The possibility of 
  this site being a natural passage to the Subrosian 
  Underworld cannot be easily dismissed, yet no 
  one has ventured far enough inside to test this 
  theory. 
  Koholint Island 
  The Land 
  Koholint Island is, or was, a large island in the 
  seas far to the east of Hyrule. It is mostly 
  temperate, but the south of the island becomes 
  tropical, and even arid in the far southeast. Tall 
  mountains in the north, known as the Tal Tal 
  Heights, dominate the island. In the centre of the 
  Tal Tal Heights lies Mt. Tamaranch, the tallest 
  peak of the island that dominates all the others. 
  
   
   
  166
  Cliffs on all sides, except the south where the 
  waves slowly lap upon the beach known as the 
  Toronbo Shores, surround the island. This is the 
  only known landing place on the island, and as a 
  result, the Island’s main settlement, Mabe Village 
  is just north of this beach, where the inhabitants 
  can easily catch fish from the sea. The only other 
  break in the cliffs also lies on the south side of 
  Koholint Island, where the waters from Martha’s 
  Bay, a small inland lake rush out into the sea 
  from the Tal Tal Heights. 
  The People 
  The people of Koholint Island are a superstitious 
  lot, who believe that there is nothing beyond 
  their island but trackless seas. Given the extreme 
  distance from the nearest mainland, exactly how 
  anybody came to settle upon the island is a 
  complete mystery. Some hylians, zoras, and 
  even a few tokay and subrosians populate the 
  island, though the rare member of another race 
  may occasionally be found somewhere on the 
  island.  The people of Koholint Island are very 
  isolationist in their governmental structure, and 
  are spread out into two main settlements – Mabe 
  Village and Animal Village – and amongst 
  isolated homesteads all over the island. The only 
  other civilized races on Koholint Island are 
  Moblins, who seem to have also somehow settled 
  upon the Island. They are mostly located around 
  the Tal Tal Heights, where they raid Mabe Village 
  for supplies that they cannot scavenge for 
  themselves.  
  The History 
  Even the current inhabitants know little about 
  Koholint Island. The Legendary Hero, Link, 
  discovered it some time in the fourth age on his 
  way back to Hyrule after a quest of self-
  discovery. Link was the first person to have 
  visited the Island according to the inhabitants, 
  and he journeyed across it to find a means off 
  the 
  island 
  back 
  to 
  Hyrule. 
  Although 
  he 
  succeeded, there has been little luck in locating 
  Koholint Island since then. 
  As far as the people of Koholint Island are 
  concerned, they have always been, and always 
  will be on the island. However, dotted around the 
  island are hints of a long forgotten past. Standing 
  proud in the centre of Koholint Island is Koholint 
  Castle. It appears to have been the seat of power 
  on Koholint Island sometime in the past, but is 
  now just a shade of it’s former self. The current 
  owner of the castle was the dispossessed Prince 
  Richard, a hylian who was forced to seek shelter 
  within his Villa during the time of Link’s 
  adventures. 
  This is not the only relic of a bygone forgotten 
  age on the island however. On the east of the 
  Island is the Face Shrine, a temple guarded by 
  Armos’ that contains murals of the past. There 
  are also many strange monuments scattered 
  around the island that strangely resemble owls 
  inscribed 
  with 
  cryptic 
  inscriptions. 
  What 
  relevance either of these has is unknown, but the 
  Legendary Hero was said to have been guided by 
  an owl of uncanny similarity when he pursued his 
  quest to wake the legendary Wind Fish. 
  The Myths 
  • 
  The 
  number 
  one 
  myth 
  surrounding 
  Koholint Island is that of the Wind Fish. 
  Who is this strange being, and why is he 
  or she so important to the fate of Koholint 
  Island? There have been many tales 
  surrounding the Wind Fish on the island, 
  including a song called “The Ballad of the 
  Wind Fish”. While the content of these 
  tales vary, they all allude to the possibility 
  that the Wind Fish sleeps in the giant egg 
  within Mt. Tamaranch. The Legendary 
  Hero was himself said to have been 
  pursuing this mystery while he stayed on 
  the island. 
  • 
  Island Politics are almost non-existent 
  since the disappearance of the Monarchy 
  at Koholint Castle. What happened to the 
  Monarchy that led to its downfall? At least 
  one member of the royal family is alive on 
  the 
  island, 
  the 
  dispossessed 
  Prince 
  Richard. What would it take to return the 
  Monarchy to power, and what would 
  happen on such a circumstance? 
  Places of Interest 
  Angler’s Tunnel: This partially waterlogged 
  complex was built into the cliff face behind the 
  waterfall in the Tal Tal Mountains. It was built 
  with a complex ancient device that stopped the 
  waters of the waterfall from flowing for a short 
  period, allowing access to the complex. Fish 
  motifs are carved into the archway, and into the 
  walls of the dungeon itself. There are a number 
  of 
  large 
  underwater 
  caverns 
  beneath 
  the 
  complex, some thought to have once held 
  gargantuan fish-like creatures from the past. 
  Although the purpose of the complex is unknown, 
  the possibility that Angler’s Tunnel was once a 
  temple to these creatures cannot be discounted. 
  If such a theory is true, it provides scholars with 
  even deeper insight into the society of the 
  ancient residents of Koholint Island. 
  Animal Village: This settlement was far to the 
  east of Mabe Village, and the two settlements 
  routinely traded for supplies and necessities. The 
  village relies mostly on fishing and hunting for 
  resources, from both Martha’s Bay and the Ukuku 
  Prairie. The quaint little village seems to be 
  similar to Mabe Village on the outside, but it 
  harbors a deep and mysterious secret. There 
  have been reports that several of the animals in 
  the village can talk, taking on an almost 
  humanoid appearance. Sources of this are 
  unreliable at best, and are usually discounted by 
  
   
   
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  the villagers within. The cause of these rumors 
  has yet to be discovered. 
  Eagle’s Tower: This ancient tower is built on 
  one of the lesser peaks in the east of the Tal Tal 
  Mountains. It is a solidly built tower that reaches 
  high into the heavens for some reason yet to be 
  determined. Bird faces can be seen sculpted into 
  the sides of the tower, a motif that continues 
  inside. The most fascinating feature of the tower 
  is that it houses a mechanism to turn it around, 
  possibly to change the view from the top of the 
  tower. This also has the secondary advantage of 
  turning the entrance to the tower towards the 
  north, causing it to face towards the sea, and 
  making it inaccessible by all but the hardiest of 
  climbers. There is also a secondary mechanism, 
  similar to that seen in the Face Shrine, which can 
  raise or lower the central core of the upper 
  floors, causing the upper floors to be almost 
  unreachable, and providing extra security for 
  whatever treasures are stored within. 
  Face Shrine: Far to the east of Koholint Island 
  lies an area filled with crumbling ruins. The 
  purpose of these ruins has yet to be determined, 
  but it is largely assumed that they were once 
  part of a great city built upon the island by the 
  ancient inhabitants. Now, very few structures 
  remain intact, but many armos statues can be 
  found among the ruins, ready to protect the 
  long-lost civilization as they did during the height 
  of their power. 
  The central regions of the ruins have long since 
  flooded, forming a small lake upon many of the 
  rivers from the Tal Tal Mountains to Martha’s Bay 
  and the sea. Nevertheless, many of the tunnels 
  below the plaza and ruins remain intact, with 
  only slight seepage. Of the remaining structures, 
  only a few have been discovered and identified. 
  One is in the south of the Face Shrine ruins, and 
  appears to have been some sort of defensive 
  structure, that may have once housed guards. A 
  surprising feature about this structure is that 
  there is an undamaged relief on one of the 
  interior walls. It has not been fully deciphered, 
  but it does seem to have pictograms depicting 
  some of the other ruins on the island, and of 
  some figures, one of which seems to be an owl 
  matching the many owl statues around the 
  island, and another depicting what could possibly 
  be the Wind Fish. 
  The other main structure remaining intact is the 
  Face Shrine itself, which seems to have served as 
  some sort of role as a temple or worshiping 
  place. Faces and large elephant statues adorn 
  the interior. Many confusing passageways extend 
  from the entrance, some of which even lead back 
  to other parts of the island. The entrance to the 
  face shine is cunningly protected by a mechanism 
  that can raise or lower the entrance and the 
  antechamber beyond from the ground, sealing it 
  in times of need. Indeed, the antechamber 
  appears to be sloped is such a way that even 
  when fully raised, the actual interior of the Face 
  Shrine is several stories beneath the ground.  
  Gopongo Swamp: These festering marshlands 
  contain many secrets, hidden within the vine-
  choked waters. Adventurers have disappeared 
  under the murky pools looking for treasures and 
  relics of a bygone age. Here and there, some 
  ancient ruins from the past poke up from the 
  swamp, slowly losing the battle to remain in this 
  world. As to what these ruins could be, no one is 
  sure. There is but a single known structure in the 
  swamp, 
  seemingly 
  protected 
  from 
  the 
  depredations of the bogs. It is known only as 
  Bottle Grotto, after the numerous earthenware 
  bottles that can be found within. As to why 
  anyone would leave so many containers within 
  such as place is as yet unknown, but the ancient 
  people of Koholint Island gave great significance 
  to these pots, and built a great cavern complex 
  around them, to help them resist the ravages of 
  time. 
  House by the Bay: This dilapidated house 
  stands on a cliff directly between the Toronbo 
  Shores and Martha’s Bay, the only two landing 
  points on the island. While it seems there is not 
  anything spectacular about the house at first 
  glance, there have been a multitude of rumors 
  about the house amongst the inhabitants of the 
  island. While the details vary with each telling, 
  only two points remain the same: Firstly, that the 
  house is haunted, and secondly, that there is a 
  network of caverns beneath the ruins of the 
  house leading out to sea, and further into the 
  island. 
  Kanalet Castle: Kanalet castle was once the 
  seat of power on Koholint Island. However, now 
  it lies discarded, it is inhabitants driven out by 
  some unknown force and scattered to the winds. 
  Its majestic hallways lie dusty and unkempt, 
  while the throne room is still and lifeless. The 
  entire castle is now inhabited only by vermin, 
  and even they do not outstay their welcome.  
  Mabe Village: Mabe Village is the primary 
  settlement on Koholint Island, and is small 
  fishing village in the southeast. It is just north of 
  the Toronbo Shores, and the villagers can easily 
  reach the water within a few hours and harvest 
  the bounty of the seas. Mabe Village is only 
  small, but the does not prevent it from providing 
  a range of amenities to the inhabitants. Mabe 
  Village boasts a single shop to service the locals, 
  as well as a library containing a wide variety of 
  lore about the island. 
  There are a number of secrets and reminders of 
  a bygone civilization in and around Mabe Village, 
  just like everywhere else on Koholint Island. One 
  of the most prominent is a small building known 
  as the Dream Shrine. It is said to grant visitors 
  staying overnight visions in their dreams. These 
  dream visions are supposedly so potent that they 
  
   
   
  168
  feel like the dreamer has physically traveled 
  through time and space to far away locations and 
  bygone ages. More than a few visitors have said 
  to remember bringing back items from these 
  locations and waking with these in their hands. 
  The inhabitants of Mabe Village are a hardy 
  bunch, which look after themselves and each 
  other. They quickly give any aid they can spare 
  to anyone in need, since everyone is an asset 
  against 
  the 
  moblin 
  stalkers 
  in 
  the 
  areas 
  surrounding the settlement. While the settlement 
  of Mabe Village has no authority figure, each of 
  the inhabitants has the right to vote on issues 
  affecting the village in a semi-regular council. 
  Just like any other settlement, Mabe Village does 
  have its share of notable inhabitants. The eldest 
  inhabitant of the village is Old Man ‘Grandpa’ 
  Ulrira, who used to be the village librarian before 
  retiring to his cottage to live the last few years of 
  his life in leisure. It is said that Ulrira knows 
  every book in the library, every word on every 
  page, and is the greatest source of information 
  about Koholint Island. It is indeed a shame that 
  Old Man Ulrira never had any children, for the 
  library that he cared for has laid untended, yet 
  still surprisingly in the condition it was in the day 
  Ulrira left. 
  Martha’s Bay: This inland lake is fed from the 
  waters flowing down from the mountains, and 
  has a small outlet into the sea. It is one of the 
  only two known landing places on Koholint 
  Island, and is teeming with green zora who call 
  this place home. There are rumors of a zora 
  encampment beneath the cool blue waters of the 
  bay, and indeed this theory would be supported 
  by the vast amount of zora in the area. However, 
  no one has yet managed to find concrete 
  evidence of such an outpost. 
  Besides the zora, Martha’s Bay has little to note 
  on the surface, except for a strange structure 
  built in the exact centre of the bay itself. The 
  locals call it Catfish Maw, simply because the 
  outer structure seems to be shaped like a giant 
  catfish. Very few people managed to get inside 
  the Maw, and of those that have describe the 
  décor inside as simply ancient and run down. 
  Water seems to have seeped in from the bay, 
  and flooded a few of the lower regions, but no 
  extensive damage seems to have been done. 
  Probably the most distinguishing feature of 
  Catfish Maw has to be the extendable bridges 
  that 
  have 
  been 
  built 
  inside, 
  which 
  have 
  amazingly withstood the depredations of time. 
  However, the whole purpose of Catfish Maw is 
  yet another of the many mysteries surrounding 
  the ancients of Koholint Island. 
  Mysterious Forest: The Mysterious Forest holds 
  many secrets within its twisted paths and hidden 
  glades. There are rumors of fairies aiding injured 
  villagers attacked by moblin scavengers, and of 
  ancient artifacts buried beneath the boughs of 
  this ancient wood. The Mysterious Forest is said 
  to have once held the ancient Tail Key, and 
  artifact said to be able to open the fabled Tail 
  Cave. Whatever the purpose of the Tail Key, it 
  has long been lost within the Mysterious Forest. 
  Tabalh Wasteland: This dusty region consists of 
  nothing but rocks, dust, vultures, and the 
  bleached bones of those unfortunates who have 
  accidentally wandered into the region. Rumored 
  to be the site of a magical battle of some kind, 
  whatever traces of the original region have long 
  since gone, leaving academics and adventurers 
  alike bemused as to the origin of the wastes. 
  Many a foolish hero has attempted to explore the 
  region, looking for clues as to its past, but of 
  those that have returned, none will venture into 
  the region once again. 
  Tail Cave: This ancient temple was built by the 
  ancient race that inhabited Koholint Island. The 
  purpose of the temple is a mystery, but it must 
  have once held something of major importance 
  to that civilization. Rumors of magical artifacts, 
  such as the Roc’s Feather, are numerous, and 
  some even say that is was once the resting place 
  for the Full Moon Cello. Whether these facts were 
  true is hard to tell, for the Tail Cave has long 
  been left to the numerous keese, gels, and tails 
  that lair within. 
  Tal Tal Mountains: This extensive range of 
  mountains borders the north or Koholint Island, 
  giving an impressive view of the seas beyond the 
  island from the very top. From those lofty 
  heights, the mountains cut down sharply into the 
  sea, and the threat of constant landslides makes 
  the Tal Tal Mountains a deadly place for the 
  unwary explorer. The mountains themselves are 
  riddled with caves and structures, yet more ruins 
  from the ancients of Koholint Island. 
  In the centre of the Tal Tal Mountains lies Mt. 
  Tamaranch, the tallest peak on the islands, upon 
  which rests the Wind Fish’s Egg, a giant egg of 
  unknown age and origin, and the resting place 
  for the Wind Fish. It is said that a wish made 
  outside of the Wind Fish’s Egg always comes 
  true, though not always in the form most desired 
  by the wisher. In fact, the local song known as 
  ‘The Ballad of the Wind Fish’ recounts just one 
  such tale, where a brave adventurer made his 
  way to Mt. Tamaranch and made a wish to find a 
  way off the island. According to the tale, the 
  adventurer got his wish, as an unexpected 
  landslide dumped him from the Tal Tal Mountains 
  into the sea. 
  Toronbo Shores: The Toronbo Shores is the 
  only beach on the entire island, and one of only 
  two possible landing places. It is deceptively 
  calm, a tranquil locale where the surf gently 
  plays upon the sands. However, dotted here and 
  there among the balmy trees, is the wreckage of 
  the few attempts by the inhabitants of Koholint 
  Island to explore beyond the waves. Just beyond 
  
   
   
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  the sight of land, the seas turn deathly violent 
  and slam anything attempting to leave back into 
  the rocky cliffs that surround the island. Nobody 
  knows why this happens, and most do not 
  particularly care, contented as they are to fish 
  the seas by the shore and live out their lives as 
  best they can. 
  Turtle Rock: This strange cavern complex is 
  situated to the west of the Tal Tal Mountains, and 
  consists of a single cave entrance, set into a 
  mound shaped like the shell of giant turtle. This 
  visage is further enhanced by the appearance of 
  two strange rock clusters to either side of the 
  entrance, appearing just like legs protruding 
  from the shell. Indeed, the motif was, according 
  to the local legends, completed by the fact that a 
  further rock structure, shaped like a turtle’s 
  head. Some tales even suggest that Turtle Rock 
  was once the remains of a giant turtle, which 
  awoke every so often and attacked passing 
  creatures for food. 
  Whatever 
  the 
  truth, 
  the 
  Turtle 
  theme 
  surrounding the site only extends around the 
  exterior of the cavern complex. Inside, the walls 
  have been smoothed by the passage of lava, 
  which can still be seen in pools throughout. It is 
  uncertain whether the lava is a newer feature to 
  the complex, managing to damage some of the 
  interior 
  complex, 
  or 
  whether 
  the 
  ancients 
  purposely built around the lava pools. Indeed, 
  deeper within the caves, some of the original 
  structure built by the ancients can be seen, 
  untouched by the lava. Unfortunately, the lava 
  flows have sealed off parts of the tunnels, 
  preventing Turtle Rock from being thoroughly 
  explored, but still some foolhardy would-be 
  heroes choose to attempt to probe the mysteries 
  of Turtle Rock. 
  Ukuku Prairie: These windswept grasslands 
  cover a majority of Koholint Island, leading 
  northwards into the Koholint Prairie. The long 
  grasses and lush vegetation provide ample cover 
  for the myriad of small critters lurking amongst 
  the flora. The plains also hide many secrets, and 
  forgotten ruins amidst the flowing blades of 
  greenery. One such site is the Seashell Mansion, 
  a strange structure built entirely out of seashells 
  that cannot be found anywhere else on the 
  island. The structure has long been abandoned, 
  but somehow it has remained well maintained, 
  seemingly oblivious to the ravages of time. Many 
  who have stayed there overnight have reported 
  that a spirit lies within, tending to the mansion 
  and protecting it from would-be vandals. In 
  addition, many have reported that the spirit can 
  somehow manifest itself in the surrounding trees, 
  giving them life and voice alike. 
  Another such relic of a bygone age is the ruin 
  known as Key Cavern. Built into the side of a cliff 
  by a shallow pool, this great complex was built to 
  guard something strong and powerful, and as a 
  result was fortified with many iron doors and 
  fitted with complex locks, the keys to which were 
  hidden in various other parts of the complex. It is 
  said that there is a way through, past the traps 
  and the obstacles, leading from one key to the 
  next, and through one door after another, to the 
  centre of the complex. However, knowledge of 
  the rumored path is lost, along with the key to 
  open the first of the mighty iron doors built 
  within. Whatever is guarded is now just another 
  mystery, left for the foolhardy to dream about, 
  as with much on the fabled Koholint Island. 
  Yarna Desert: This area is right at the extreme 
  south east of Koholint Island. The dusty desert 
  canyons hide creatures and secrets under the 
  sand, and numerous caves in their walls. The 
  bones of the dead can be found littering the 
  dunes, 
  and 
  the 
  only 
  vegetation 
  is 
  the 
  tumbleweed and the desert cacti, both renowned 
  for their ability to survive in the driest of places. 
  Luckily, the canyons of the Yarna desert offer 
  much needed shade except at high noon, where 
  nothing can prevent the sun’s baleful glare upon 
  these lands. How such a desert can exist so close 
  to the sea is just another testament to Koholint 
  Island’s capacity to astound and confuse even 
  the most experienced traveler. 
  Labrynna 
  The Land 
  Located on the same continent as Hyrule is the 
  land known as Labrynna. It is a land of forests 
  and grasslands, with a range of mountains to the 
  north. To the south lies the coast edging out to 
  the Sea of Storms, and the primitive shores of 
  Crescent Island, the homeland of the tokay. The 
  terrain is not as extreme as Hyrule or Termina, 
  but it has seen some severe changes over its 
  extensive history. The land of Labrynna is 
  predominantly temperate, even in the high peaks 
  of the Rolling Ridge and Lonely Peak. In the 
  extreme south, as one approaches the Sea of 
  Storms, the climate becomes more balmy and 
  tropical. 
  The People 
  The majority of the populace inhabiting Labrynna 
  are the remains of the populace from the original 
  Kingdom of Labrynna ruled by Queen Ambi and 
  her descendants in ages past. However, now the 
  old kingdom has all but disappeared, and both 
  the line and castles of Queen Ambi lie in ruins 
  that can be seen around the lands. 
  The Labrynnans are not the only inhabitants of 
  the land however. Gorons have two colonies in 
  Labrynna, one in Rolling Ridge and another in 
  Lonely Peak, that were lost from each other, and 
  a great deal of the other goron colonies. They 
  have only just been reunited, and stand together 
  against a hostile force – moblins. They recently 
  moved into the region of Rolling Ridge under the 
  lead of a figure that they call the Moblin King. 
  
   
   
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  Due to the closeness of the zoran underwater 
  kingdom in the Sea of Storms, many zora appear 
  in the lands of Labrynna.  However, while the 
  tokay are close by on Crescent Island, not many 
  have ventured to Labrynna or other nearby 
  realms, despite their amphibious natures. 
  The History 
  Labrynna has a history so long, that even the 
  land has changed extensively during that period. 
  During the reign of Queen Ambi and her line, the 
  most predominant change was that many of the 
  old waterways of the Lonely Peak still flowed, 
  resulting in the eastern part of the coastline 
  being further inland than it was today. 
  The history of Labrynna is confusing to the casual 
  observer. Queen Ambi ruled the Kingdom of 
  Labrynna in the past with an iron fist that was 
  firm but fair, and she was generally well 
  regarded in the eyes of her subjects. However, 
  Labrynna was also home to Nayru, Oracle of 
  Ages. Nayru served a brief period as the advisor 
  to the Queen. Nayru’s role in the events that 
  followed are clouded by time, but Queen Ambi 
  appeared to become ruthless and tyrannical, 
  forcing the populace into slavery to build, under 
  an age where the sun stood still high in the sky, 
  the Black Tower. This huge edifice can still be 
  seen today, standing in the centre of the lands, a 
  bleak reminder of those harsh times. 
  However, 
  at 
  some 
  point 
  Queen 
  Ambi 
  reconsidered. Some say it was because Queen 
  Ambi’s love was lost at sea, never to return, and 
  she lost all heart in ruling her Kingdom, letting it 
  fall into decline and ruin. Others say her rule was 
  broken by the intervention of the Hero of Time 
  himself. All of these factors contributed to the 
  revolution that ended the reign of Queen Ambi 
  and her line for all time. 
  The Myths 
  • 
  The Black Tower stands in the heart of 
  Labrynna, a harsh reminder of a troubled 
  time in the past of Labrynna. A time so 
  troubled, that some reports from aged 
  scholars state that the Black Tower was 
  never built, but instead just seemed to 
  appear to grow in its current location. 
  These 
  reports 
  also 
  describe 
  other 
  disturbing 
  phenomena. 
  The 
  current 
  speculation 
  amongst 
  those 
  academics 
  remaining alive today is that Queen Ambi 
  built it to be able to survey the seas for 
  her lost-love just before the fall of her 
  reign. Others suggest that the Black 
  Tower was intended for a more eldritch 
  purpose that was never completed.  
  • 
  The truth behind Nayru, Oracle of Ages, 
  and her intervention in the history of 
  Labrynna 
  has 
  never 
  been 
  fully 
  determined. The Oracle of Ages was said 
  to have powers over time itself, able to 
  travel back and forth to right wrongs or 
  cause havoc as she deems fit. Others say 
  she is the reincarnation of Nayru, Goddess 
  of Wisdom, come to lead the people of 
  Labrynna to a new age. There are even 
  reports that the Oracle of Ages and the 
  Hero of Time are the same mysterious 
  figure, using different labels to confuse 
  scholars of her motives and methods. 
  Indeed, this seems to have worked, 
  because there is almost no recorded 
  information on the whereabouts of Nayru 
  after her intervention with Queen Ambi. 
  • 
  There is a rumor amongst the learned of 
  Labrynna, that somewhere in the Library 
  of Time, an ancient library standing to the 
  south of Labrynna, is a book that dictates 
  the outcomes of the past, present and 
  future. 
  Many 
  say 
  the 
  book 
  is 
  the 
  biography of Nayru, charting her travels 
  through time. Others say it is a guidebook 
  to time itself, and dictates what will 
  happen. Unfortunately, this book has the 
  ability to blend in with others around it, 
  and a great many scholars have spent an 
  eternity in the Library of Time searching 
  for what seems to be a fool’s errand. 
  Places of Interest 
  Eyeglass Isle: Eyeglass Isle is a small island 
  just off the south shore of Labrynna in the Sea of 
  Storms. This island is within sight of the 
  mainland and is in a small cove that protects it 
  from the usual storms that rage across the Sea. 
  On the island is the Library of Time, a vast library 
  that has stood in Labrynna for as long as anyone 
  can remember, even before the long Age of 
  Sorrows. Within there are numerous academics, 
  scholars, wizzrobes, and sages, all studying the 
  works to be found there. Many of the works are 
  unique manuscripts, written from Ages gone by, 
  about all sorts of subjects. Everything from 
  stories about the powers of the Tri-Force, to the 
  latest theories on the four schools of science can 
  be found there, if the researcher looks long 
  enough. 
  Fairy Woods: To the west of Labrynna is an 
  ancient forest, which has been there since before 
  Queen Ambi’s reign. The twisting pathways 
  between the trees are rumored to be homes to 
  fairies, and secrets of ancient past. Indeed, many 
  wanderers have reported that the pathways twist 
  back upon themselves without the traveler being 
  aware of it. The thickness of the woods, and the 
  lack of any true landmarks, does much to 
  enhance this perception. 
  Lynna City: This settlement is in the heart of 
  Labrynna, and is a sprawling metropolis of 
  ancient wonders, and cosmopolitan shops and 
  services. Almost anything can be purchased here, 
  if you can find it amongst the complex network of 
  back door shops and specialist vendors. Lynna 
  
   
   
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  City is a very old city, dating back to the time of 
  Queen Ambi’s reign, where it was once her seat 
  of power. The ruins of her magnificent palace can 
  still be found to the north of the city, while the 
  unfinished Black Tower can be found to the south 
  of the settlement, forever marking the period of 
  hardship endured by the inhabitants under 
  Queen Ambi’s final days. 
  In the centre of the city, in a magnificent park, is 
  the enormous Maku Tree, an ancient guardian 
  spirit defender of Labrynna that is said to awaken 
  in times of need to provide guidance to the 
  populace. It is undeniably linked with its twin in 
  Horon Village in far off Holodrum. The last time it 
  was reported to have awakened was during the 
  end of Queen Ambi’s reign, where it was said to 
  have guided the Hero of Time to the Essences of 
  Time hidden around the land in order to defeat 
  the growing evils of the realm. 
  Nuun Highlands: Located to the north of 
  Labrynna, these rough hills lead up into the Talus 
  Peaks, and into Symmetry City. However, these 
  badlands contain some of the harshest terrain to 
  be found in Labrynna, and are full of rugged 
  unscalable 
  cliffs, 
  deadfalls 
  and 
  rushing 
  whitewater rapids from the mountains further 
  beyond. Only the hardiest of creatures can be 
  found in this inhospitable region, and the flora 
  and fauna are definitely as unfriendly as the 
  lands. Still anyone able to brave the Highlands 
  can find wealth and secrets buried in the caves. 
  Rolling Ridge: Far to the north of Labrynna, 
  Rolling Ridge is a series of mountains, leading 
  gently into the volcanic Talus Peaks. It is 
  inhabited by gorons, who have established two 
  colonies. The colonies used to be joined, but 
  during the Age of Sorrows, the mountains of the 
  Rolling Ridge suffered like the rest of the land. 
  Avalanches, earthquakes, and volcanic debris 
  from the Talus Peaks altered the landscape of the 
  Rolling Ridge to such a degree, that part of the 
  ridge had become isolated, severing contact 
  between the two colonies. This isolated area 
  became known as the Lonely Peak. Contact 
  between the colonies, and thus the two areas, 
  have only just been re-established, after several 
  centuries of isolation. The devastating changes to 
  the landscape of the Rolling Ridge also had a 
  secondary effect. Many of the minor waterways 
  that flowed through the ridge were diverted or 
  blocked, leaving streams beds and waterfalls dry, 
  and causing the coastline to move out further 
  south. 
  The Rolling Ridge is covered with bomb flowers, 
  dangerous vegetation that has a tendency to 
  explode should they be hit or stepped upon. 
  Luckily, bomb flowers are bright red, so they are 
  clearly visible, but many an adventurer has lost 
  his footing, only to find himself landing in the 
  middle of a bomb flower patch, and most fail to 
  survive 
  the 
  ensuing 
  explosions, 
  with 
  the 
  possibility 
  of 
  more 
  avalanches 
  and 
  more 
  explosions further battering the mountains. The 
  dangerous bomb flowers were not native to 
  Labrynna, however, but brought to them by a 
  young man from Hyrule. It was used to free the 
  goron elder of the colony, who declared that the 
  bomb flowers be planted all over Rolling Ridge in 
  his honor. 
  Gorons are not the only tribe to live on the 
  Rolling Ridge. A tribe of moblins has recently 
  settled there, raiding the gorons for supplies. 
  They were lead by a figure known only as the 
  Moblin King, who built a large fortress in the 
  ridge to protect his tribe. All that remains of this 
  fortress now are ruins and rubble, after the 
  Moblin King started collecting and using bomb 
  flowers in battle. The cause of the devastation is 
  unknown, but it is surmised that the bomb flower 
  stores somehow exploded, destroying a large 
  part of the fortress. Despite the Moblin King’s 
  disappearance since then, moblins are still 
  considerable threats in the area, and constantly 
  raid the gorons, and other passers-by to survive. 
  The remains of the Moblin King’s Fortress, as well 
  as the two goron colonies, are not the only things 
  of interest to be found in the Rolling Ridge. The 
  altering of the waterways brought to light a vast 
  underground complex built behind several of the 
  dried up waterfalls. Known as the Mermaid’s 
  Cave, this complex is partially submerged, and 
  extensively damaged by the traumas of the 
  Rolling Ridge. Still, much of it remains intact, and 
  mostly unexplored, with treasures possibly to be 
  found in the many pools and underwater grottos 
  created. 
  Symmetry City: Although labeled a city, this 
  settlement is barely bigger than a village, set 
  deep in the heart of the Talus Peaks, where they 
  sustain themselves by mining precious resources 
  from the mountains to trade with other nearby 
  settlements, including Lynna City. Symmetry City 
  has had a varied past, and suffered much like the 
  rest of Labrynna under Queen Ambi’s dark reign. 
  During the Age of Darkness, the volcanoes in the 
  heart of the Talus Peaks erupted, practically 
  destroying most of Symmetry City. However, the 
  hardy inhabitants of Symmetry City endured, and 
  rebuilt their homes after the disaster. Symmetry 
  City gets its name from the outdated belief that 
  everything must be in perfect balance, and 
  identical. The eldest inhabitants argue that the 
  eruption occurred because this ideology was 
  ignored. Most are content to simply let the elders 
  have their way, building to some grand scheme 
  of symmetry. 
  Now, the volcanoes that almost wiped out 
  Symmetry City lie dormant, seemingly contented 
  amidst the flowing streams that ripple around 
  and through them. Every now and then, a rumble 
  or a column of smoke and ash belches forth, 
  reminding the inhabitants of Symmetry City to be 
  
   
   
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  wary. The volcanoes themselves are riddled with 
  many caverns and tunnels, carved out from the 
  last lava flows, and many of the younger, and 
  braver, inhabitants of Symmetry City try to test 
  their mettle by exploring these caves. Many have 
  reported that there are strange markings carved 
  within, like little skulls. Moreover, that many of 
  the tunnels look carved by hand, rather then by 
  the natural progress of nature. 
  Talus Peaks: Despite the traumas of Labrynna’s 
  past, the Talus Peaks have changed very little 
  over the centuries. Even when the volcanoes 
  erupted, threatening to wipe Symmetry City out, 
  and overrun the northern reaches of Labrynna 
  with lava, the Talus Peaks stood as a natural 
  barrier between the flows and Lynna City. 
  However, even the most stable environment is 
  not impervious to the ravages of time, and many 
  of the tall peaks have collapsed, blocking off 
  valleys and diverting rivers. Caverns burying the 
  secrets of the ages have been flooded while 
  mighty rivers have been drained.  
  Yoll Graveyard: This gloomy place lies to the 
  east of Labrynna, upon the land that was once 
  part of the Sea of Storms, before the ancient 
  waterways of the Lonely Peak dried up. It 
  contains the remains of the many subjects of 
  Queen Ambi who dies under her harsh reign, as 
  well as some of the more extravagant tombs of 
  the richer inhabitants of the land. A number of 
  tombs from the more influential members can be 
  found here, including the semi-famous Cheval, 
  an artisan of some renown who made several 
  inventions that can still be found in use around 
  Labrynna. 
  Crescent Island 
  The Land 
  Crescent Island is a relatively small island a short 
  distance off the coast of Labrynna, in the Sea of 
  Storms. The name comes from the fact that the 
  main island is shaped like a crescent, although 
  the beach and coral that surrounds most of the 
  island gives it a more circular shape. The island 
  is tropical, inundated with sand, coral, and palm 
  trees. The air is think and close, and many 
  storms occur on the island. These storms have 
  the effects that some of the low-lying areas of 
  Crescent Island are routinely flooded, and in 
  effect sealed of from the more land-orientated 
  adventurers. 
  The People 
  Crescent Island is the homeland of the tokay, a 
  primitive amphibian race of humanoids. Due to 
  the primitive nature of the tokay, very little 
  development has occurred on the island, with the 
  majority of the population living in makeshift 
  huts, or dwelling in one of the many caves that 
  can be found around the island. Very few other 
  races have found the island worth colonizing, 
  leaving it to the tokay. In turn, the tokay have 
  yet to establish a colony on even the closest 
  shores of mainland Labrynna. 
  The History 
  The tokay of Crescent Island have existed for 
  centuries, 
  yet 
  still 
  remain 
  primitive 
  and 
  backwards compared to the world around them. 
  They seem somehow resistant to change, and 
  have very much remained the same as they did 
  in the past. A few brave tokay have decided to 
  brave the realms beyond, exploring sea and land 
  to sate their seemingly endless curiosity. 
  Despite the separation of Crescent Island, it was 
  also deeply affected by the age of darkness that 
  arose during Queen Ambi’s rule of the Kingdom 
  of Labrynna. While unaffected by the social 
  implication of her reign, during that time when 
  the sun reportedly hung high in the sky without 
  moving, Crescent Island suffered many terrible 
  storms and freak weather phenomenon. The 
  sacred guardian of the tokay, a giant monolith 
  with the visage of a tokay, was separated by the 
  raging waters, and the superstitious tokay began 
  to despair. 
  However, 
  according 
  to 
  tokay 
  legend, 
  the 
  guardian did not abandon the tokay during their 
  time of need, and sent forth a ‘tokay with no tail’. 
  This tokay hero braved the perils of the Sea of 
  Storms and Crescent Island to aid the tokay. 
  After performing many daring deeds, displaying 
  great strength and cunning, the ‘tokay with no 
  tail’ opened the mouth of the guardian and 
  disappeared. Soon afterwards, the troubles with 
  the storms ceased, and the tokay have remained 
  peacefully on Crescent Island in the ages since.  
  The Myths 
  • 
  The legend of the ‘tokay with no tail’ has 
  long since been a topic of fervent 
  discussion amongst the most learned of 
  the tokay. The tokay elders hold that the 
  sacrifice of the ‘tokay with no tail’ with 
  awe and respect that is almost religious. 
  Indeed, many reverent tokay hold that 
  the ‘tokay with no tail’ will return to the 
  island, once again to lead the tokay to 
  salvation. Indeed, any tokay born without 
  a tail is held in high regard, said to be the 
  incarnation of the legendary tokay hero. 
  The 
  truth 
  behind 
  this 
  cannot 
  be 
  determined, but many of them do indeed 
  exhibit an uncanny sense of luck and an 
  extraordinarily powerful curiosity. Of the 
  relatively few tokay to leave Crescent 
  Island, almost all of them have been 
  tailless, partially pulled towards whatever 
  adventure they have, and partially driven 
  off the island by the overburdening 
  reverence of their fellows. None of the 
  tailless tokay have ever returned to 
  Crescent Island. 
  
   
   
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  Places of Interest 
  The Guardian: The Guardian is a huge monolith 
  situated in the centre of the natural cove created 
  by the high lands of Crescent Island. It is 
  surrounded by moss and palm trees, and 
  adorned with the offerings of reverent tokay 
  seeking wishes and blessings. It has the form of 
  a giant tokay, with two large eyes created from 
  polished red stones. In the centre of the monolith 
  is a giant archway leading into darkness, 
  fashioned to look like the mouth of the tokay. 
  The Guardian is surprisingly hard to reach, 
  especially during times of high tide when it is 
  surrounded by seawater crashing on the rocks 
  around the base. 
  The interior of the guardian is a mystery. Those 
  tokay brave enough to enter and report their 
  findings don’t tend to stay too long, but they 
  report that it seems to leads to a tunnel deeper 
  beneath the island, leading somewhere within 
  the huge network of underwater caves and 
  grottos that completely cover the island. Some 
  report that it leads to a chamber covered with 
  sand and moss, with doors in the walls that have 
  been locked by ancient devices for longer than 
  even the most ancient legends of the tokay race. 
  Yet more have reported echoing chanting music 
  and a small circular chamber with some sort of 
  strange pattern on it that shimmers even when 
  covered with sand and bush. 
  Tokay Habitats: While tokay live all over 
  Crescent Island, the majority seem to exist in a 
  rudimentary 
  village 
  on 
  the 
  shores 
  to the 
  southeast. The huts are built out of leaves and 
  branches taken from the nearby palm trees, and 
  any driftwood that can be scavenged from the 
  beaches. The tokay do not have much of a 
  leadership, with most trying to survive looking 
  after themselves first, and other tokay second. 
  However, there are a number of surprising 
  community features to the extremely primitive 
  habitat of the tokay. 
  While the tokay seem to have little concept of 
  money and value, there is a rather basic trading 
  post, which uses barter almost exclusively. 
  Indeed, almost all of the tokay engage in barter, 
  swapping this or that shiny trinket for something 
  they want, be it food, tools or another shiny 
  object scavenged from the Sea of Storms. In 
  addition, there is a communal kitchen, where the 
  tokay gather, and can eat prepared food of a 
  rather startling quality given the circumstances. 
  There seems to be no charge for such hospitality, 
  besides bringing along some food of your own to 
  share with the other visitors. It is here that many 
  of the elder tokay share their tales about the 
  legends of the ‘tokay with no tail’. 
  Underwater 
  Warrens: 
  Many 
  caves 
  riddle 
  Crescent Island, some of which emerge deep 
  underwater or on nearby islands. They are 
  dangerous to the unwary, with the water levels 
  within them changing with the tides, rock falls, 
  and currents almost at whim. Many tokay live in 
  these caves, existing on hunting the local wildlife 
  or scavenging food and tools from the nearby 
  beaches or caverns. However, the tunnels extend 
  even further down than the bravest tokay dares 
  to venture. Almost anything could be found down 
  there, washed in from wrecks beneath the sea, 
  or hoarded by the zora that can sometimes be 
  found trapped in the caverns, sealed off by a 
  sudden tunnel collapse or a changing tide. 
  Creatures that are even more exotic can be 
  found in the warrens, with their treasure, waiting 
  for release, or sustenance depending upon their 
  mentality. 
  Sea of Storms 
  The Land 
  The Sea of Storms is a tropical ocean to the 
  south of the super continent consisting of the 
  lands of Hyrule, Labrynna, and Holodrum. The 
  sea gets its name from the fact that it suffers 
  continual tropical storms, and is frequently 
  churned up by torrential rains, vast waves, 
  powerful winds, and thunderous storms. There 
  are numerous islands in the Sea of Storms, the 
  largest being Crescent Island, although smaller 
  tropical islands and coral reefs can be found, 
  making it too dangerous to sail across for all but 
  the most experienced sailor. 
  Under the surface, the landscape of the Sea of 
  Storms is almost as dangerous. The rocks and 
  reefs have formed themselves into a twisting 
  nightmare, and some have even formed little 
  pockets and cave systems of their own, creating 
  a deadly sub-surface that can thwart even the 
  hardiest of aquatic explorers. The majority of 
  these deadly features were created during the 
  Age of Sorrow, which caused many of them to 
  collide and twist as the very land itself was 
  tortured by the powers of darkness. Even 
  centuries afterwards, many of the islands are in 
  such a bad shape that they have lost their 
  grounding, either sinking beneath the waves, or 
  drifting from their original positions. 
  The People 
  Because of the storms, there are very few 
  inhabitants on the islands in the Sea of Storms. 
  Sometimes, survivors from a storm might make 
  it to an island to find shelter, or some brave 
  explorers establish an outpost of an uncharted 
  island. Usually, these minor settlements last, at 
  most, a few generations before disappearing, 
  scrubbed out of existence by the fury of the Sea 
  of Storms. 
  Under the surface, where the storms are not as 
  much trouble, it is a different story. Deep 
  beneath the waves, the ancient homeland of the 
  zora can be found, existing in a number of 
  settlements built into the very coral beds 
  themselves. At the centre of it all, lays the 
  
   
   
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  central hub of zoran power - the throne of the 
  Zora King, and their fabled guardian spirit, Lord 
  Jabu-Jabu. 
  The History 
  The history of the zoran homeland is quite 
  extensive, yet relatively peaceful. However, it too 
  suffered many tragedies during the Age of 
  Darkness. During this time, while storm activity 
  became much worse on the surface, the very 
  waters themselves became poisonous to the life 
  within. Many zora died trying to clean the putrid 
  mess that seemed it cling to everything, even in 
  the most powerful currents. Even the Zora King 
  and Lord Jabu-Jabu became ill, and both almost 
  died from the strange malady that did more 
  damage than any storm could have ever done. 
  These tragic events were only averted when a 
  young mermaid appeared at the royal court of 
  the Zora King. According to the story, this 
  mermaid healed the Zora King, and then worked 
  with him to find the source of the mysterious 
  poison and a way to cure it. After finding the 
  cure, the young mermaid saved Lord Jabu-Jabu, 
  before being dubbed the Zoran Hero in a grand 
  ceremony. 
  After 
  this 
  point, 
  however, 
  the 
  mermaid known as the Zoran Hero is never seen 
  again. 
  The Myths 
  • 
  There are many places of wonder to be 
  found in the Sea of Storms. One of the 
  more common is that the entire Sea is the 
  embodiment of a spirit. Some say this 
  spirit is a watchful guardian of those 
  dwelling within, protecting them from 
  harm. Others say it is a vengeful nature 
  spirit that seeks only to cause chaos and 
  destruction to as many people as it can. 
  All such rumors tell tales of a cavern deep 
  in the heart of the ocean, which houses 
  the 
  spirit. 
  There 
  have 
  been 
  many 
  attempts at finding this spirit – either to 
  request its aid and protection, to seek to 
  control it and harvest the bounty of the 
  ocean, or even to snuff it out completely 
  for whatever nefarious scheme. 
  Places of Interest 
  Fairy Queen’s Pool: On one of the many islands 
  in the Sea of Storms, is a small pool. This pool, 
  deep in the centre of a forested glade, is serenely 
  calm, even during the fiercest of storms. This 
  pool is always empty, and makes a peaceful 
  place to rest, and recover from a disaster at sea. 
  There always seems to be ample shelter and 
  supplies. However, many who outstay their 
  welcome there find themselves visited by the 
  Fairy Queen. The Fairy Queen warns those 
  despoiling her domain before whisking them off 
  to another island that is quite as hospitable from 
  which most of the trespassers never return. 
  However, those treating her domain with respect 
  can sometimes find themselves transported 
  home. However, the magic of the glade is not 
  just one way, and sometimes the Fairy Queen 
  will summon someone she has saved, and 
  request his or her aid. Nobody has ever been 
  able to resist her polite requests, and many often 
  go on to have exciting adventures, whether they 
  intend to or not. 
  Lord Jabu-Jabu’s Shrine: Lord Jabu-Jabu is the 
  ancient guardian spirit of the zoran race, and is a 
  colossal fish. He lives in a huge shrine, where he 
  is fed and looked after by his zora attendants. 
  Although Lord Jabu-Jabu very rarely uses his 
  powers, the zora still venerate him, and treat him 
  like a deity, uttering his name in protective 
  gestures and powerful enchantments. Zoran 
  legends tell that Lord Jabu-Jabu is a guard for 
  many of the powerful artifacts of the world, a job 
  entrusted to him by the Goddesses of the Tri-
  Force themselves. To fulfill this, Lord Jabu-Jabu 
  swallowed them, hiding them in numerous 
  bulbous pouches and pockets of living tissue 
  designed for such a purpose. 
  Maelstrom: The Maelstrom is an area of the Sea 
  of Storms that is on constant storm, where the 
  seas boil and the wind lashes the surface with 
  such fury it can rip sails from the mast of even 
  the most secure ship. In the centre of the 
  Maelstrom, the waters churn in on themselves, 
  forming a gigantic whirlpool from which there is 
  no escape. Nobody knows what lies at the heart 
  of the whirlpool, and few will find out, as their 
  ships break apart far from the centre, and create 
  a swirling graveyard of debris and flotsam, 
  marking the point of no return for other 
  mariners. 
  Zora Village: Zora village is the heart of the 
  zoran homelands, and is home many zora. Their 
  homes are built into the very coral beds 
  themselves, and expert zoran artisans sculpt and 
  form the coral into increasingly beautiful works of 
  art, blending homes and nature into a unified 
  whole that only the experienced traveler can 
  detect. The houses, businesses, and buildings of 
  the underwater settlement line themselves up 
  into neat paths and rings, getting ever taller and 
  more majestic as they converge on the centre. In 
  the middle of the city, in a structure formed from 
  natural coral so tall it is said to almost penetrate 
  the surface of the sea, is the royal throne of the 
  Zora King, the ruler of all zora kind. 
  Subrosian Underworld 
  The Land 
  The Subrosian Underworld is a domain of fire and 
  lava deep beneath within the earth, stretching for 
  miles and miles through winding subterranean 
  caverns. Within the largest of the caves are 
  settlements built by the native dwellers of this 
  lace, the mysterious subrosians. No-one knows 
  how far the realm actually stretches, but the 
  
   
   
  175
  majority of it appears to be beneath Holodrum, 
  with some tunnels going as far as Labrynna and 
  Hyrule. There are very few natural entrances to 
  the Subrosian Underworld, with most traffic 
  going though portals between from the realms. 
  When Onox buried the Temple of Seasons, he 
  created a natural rift that only extremely skilled 
  climbers can navigate, but they would need to 
  actually reach the rift to climb it. The rift gets 
  extremely narrow, and comes out around the 
  ruins of the Temple of Season in Holodrum. 
  Looking back from there only reveals a few 
  cracks in the ground and vast heat from below. 
  The People 
  Subrosians are a naturally shy race, and have 
  been 
  separated 
  from 
  the 
  other 
  races 
  for 
  thousands of years in their underworld home. 
  When the Temple of Seasons was buried by 
  Onox, 
  and 
  appeared 
  in 
  the 
  Subrosian 
  Underworld, they were curious at the strange 
  architecture and aethsthetics of the building, and 
  many subrosians toured the site, trying to gain a 
  deeper insight into the world above. Their 
  artisans began trying to copy the form of the 
  building, and there was a brief vogue in imitating 
  the ideas of the world above amongst the race. 
  Soon, subrosians began to find the portals 
  leading into Holodrum and the other lands of the 
  overworld, and venture out into the light. Having 
  never seen the sun or sky before, they were 
  incredibly subdued, and native subrosians still 
  are after stepping into the big wide world for the 
  first time. 
  As of yet, there are very few other races living in 
  the Subrosian Underworld. Of those on the 
  surface, only the gorons are suited to life in the 
  Subrosian Underworld, which is vaguely similar 
  to the interior of Death Mountain. There has been 
  speculation that the two realms are indeed 
  connected, but if so then the distance between 
  them are so far apart that neither race has 
  contacted the other as of yet. 
  The History 
  The Subrosian Underworld doesn’t really have 
  much of a history to speak of. In the eyes of the 
  subrosians, it has always existed, peaceful and 
  secluded. Even during the Age of Sorrows and 
  the Cataclysms of the surface world, the 
  Subrosian 
  Underworld 
  remained 
  virtually 
  unchanged. Nobody knew of the Underworld, and 
  the subrosians never knew the surface lands. 
  This relationship never changed until Onox buried 
  the Temple of Seasons in Holodrum in his plan to 
  turn the land into a dead realm. Unbeknownst to 
  him, instead of burying the temple, he caused it 
  to sink beneath the earth, where it became part 
  of the Subrosian Underworld. While it was hard 
  to reach, it wasn’t completely sealed as he 
  planned, and the Hero of Time managed to reach 
  the Season Spirits and use their powers to defeat 
  Onox. Around this time, the first portals began 
  opening up, linking Holodrum and the Subrosian 
  Underworld. The braver subrosians began to 
  venture forth and explore this new land under 
  the sun, but kept to the shadows, fleeing instead 
  of communicating with other races. 
  After the defeat of Onox, the portals remained, 
  and more opened into other parts of the world. 
  While the majority of subrosians chose to remain 
  in the underworld, some used these portals to 
  start trade with other races, who were quickly 
  impressed with the subrosian’s artisanship, which 
  is said to even surpass that of the gorons. 
  The Myths 
  • 
  The tunnels and caverns of the Subrosian 
  Underworld 
  are 
  seemingly 
  endless, 
  although some are quite difficult to travel 
  through, blocked by oceans of lava and 
  deep chasms. Practically anything can be 
  hidden 
  within 
  them, 
  and 
  even 
  the 
  subrosians have yet to explore them all. 
  Most amazingly, despite the lack of 
  sunlight, and the abundance of lava in the 
  realm, vegetation has still managed to 
  grow 
  in 
  the 
  subrosian 
  Underworld, 
  although not to the extent of lands above. 
  The cause of this is unknown, but it may 
  be linked to the Temple of Seasons, which 
  has stayed in the Subrosian Underworld 
  since Onox buried it. 
  • 
  Despite the abundance of lava rivers and 
  volcanoes, most of the structures and 
  items of the subrosians are built out of 
  stone and metal. They say that these 
  materials are made from Hard Ore which 
  can withstand even the most extreme of 
  natural 
  temperatures, 
  including 
  submersion in lava. According to the 
  secrets of subrosian artisans, this Hard 
  Ore can only be smelted by the use of 
  refined and processed lava, which reduces 
  its resistance, and then shaped by their 
  powerful 
  Steel 
  Savants. 
  Despite 
  the 
  seeming abundance of the material, it is 
  quite rare to find naturally, and every bit 
  discovered is horded by the leaders of the 
  Subrosian settlements for construction. 
  Places of Interest 
  Subrosia Village: The heart of the Subrosian 
  Underworld 
  is 
  Subrosia 
  Village, 
  the 
  main 
  settlement for the subrosians in the area. It 
  consists of several large huts made from stone 
  and metal containing Hard Ore. Each hut is large 
  enough to house several families, but conditions 
  are cramped since most have to be made from 
  Hard Ore if they are to withstand the lava and 
  intense heat of the region. Besides these huts, 
  the settlement consists of a market where the 
  subrosians can obtain their daily rations, and a 
  
   
   
  176
  foundry run by Steel Savants for the processing 
  of processed lava and Hard Ore Smelting. 
  Subrosian Seaside: To the south of the area 
  inhabited 
  by 
  Subrosians 
  is 
  the 
  Subrosian 
  Seaside. This rather amusing title is given to an 
  area resembling a traditional beach resort, where 
  the lava has transmuted the rock into a sandy 
  beach. The sand is made from tiny little pieces of 
  glass-like rock and ash thrown up from the 
  nearby volcanoes. The Lava itself has thinned out 
  to the consistency of murky water and laps 
  gently upon these sands. However, despite the 
  tranquility of the area, the scalding hot fluid is 
  still deadly to all those without heat or fire 
  immunity. 
  Temple of Seasons: The Temple of Seasons 
  was buried by Onox as part of his plan to light 
  the Flame of Darkness for Twinrova’s ritual. He 
  did intend to have it sealed, but he never knew 
  that the Subrosian Underworld was beneath the 
  lands of the Triforce, and that was where the 
  temple would end up. It consists of four towers, 
  each containing the shrine to a Season Spirit, 
  around a central temple area. 
  When it was above ground, pilgrims and studious 
  wizzrobes studying the elemental aspects would 
  flock to the temple to learn more about the 
  powers of nature and the seasons. This declined 
  over time, and when Onox started his plans, the 
  temple hadn’t been visited for many years. Only 
  the most learned of the natives of Holodrum still 
  knew of the temple and the powers over nature 
  and the seasons. Now, below ground, the temple 
  is protected by the subrosians who visit it looking 
  for ore chunks and to learn more about the world 
  and cultures of the world above.  
  Termina 
  Termina is often looked on as a mystery in the 
  world.  There are marked resemblances between 
  it and Hyrule, leading some to speculate that this 
  tropical, often-bizarre country is a demiplane, a 
  pocket dimension.  Whatever the truth, it is 
  certain that Termina is a shock.  Vivid, even 
  gaudy colors are commonplace there, whether 
  one speaks of the festival bunting of Clock Town, 
  the tropical fish and coral reefs in the Great Bay, 
  or the bright, gigantic flowers mingled among the 
  dense greenery in the steamy Southern Swamp.  
  Here, just as anywhere in the world of the 
  Legend of Zelda, danger and adventure abound.  
  Some, if they have a taste for the surreal, would 
  go so far as to say that danger and adventure 
  are heightened to a level rarely found elsewhere. 
  A healthy variety of races lives in the land of 
  Termina.  Hylians, deku, zoras, gorons, and 
  gerudo all have communities somewhere in this 
  country.   
  Central Termina 
  The Land 
  The core of Termina is Clock Town, a bustling, 
  colorful, 
  decorated-to-the-point-of-being-
  grafittied trade center, known far and wide for its 
  clock tower and annual Festival of Time.  It isn’t 
  the only feature, however, for appended on the 
  warm plain of Termina Field is Milk Road, a rural 
  area of rich agriculture that supports what part of 
  Termina’s population that eats plants with 
  enough excess to export.  The field, not your 
  typical unarable prairie, with the sharp rolls to its 
  landscape and the “transition zones” between the 
  field and the regions to its north, south, east, 
  and west.  The observatory of Clock Town also 
  stands here, far enough removed from the lights 
  of the city that their glare doesn’t interfere with 
  the telescope.  Merchants from beyond Termina 
  come here to do their trading, and the specialty 
  goods from the Southern Swamp, Goron Village, 
  and Great Bay come here to be exchanged and 
  bartered. 
  Hylians are far and above the most common race 
  found in the area, but at almost all times, 
  representatives of the goron, deku scrub, and 
  zora races are in Clock Town, as diplomats, 
  merchants, artisans, or shoppers.  Few of them 
  have permanent homes, but all are welcomed. 
  The History 
  Long before the civilization of Ikana developed, 
  the Plain was the playground of Termina’s four 
  guardian spirits, and their small playmate, Skull 
  Kid.  Their light-hearted games would get the 
  attention of even a goron, had there been any on 
  Snowhead to behold the spectacle of four 
  incredibly 
  long-limbed, 
  small-bodied 
  giants 
  shaking the earth as they capered around, and 
  among them, the tiny, tiny speck of a figure in a 
  large straw hat, playing along with them 
  delightedly.  But, to the dismay and sorrow of 
  Skull Kid, the giants left, giving no explanation 
  but going to the holy places at the points of the 
  compass, to watch over Termina.  Skull Kid was 
  left alone, sulking in the woods, watching the 
  civilizations developing around him and playing 
  tricks in his mischief and boredom. 
  Clock Town was first founded as a settlement of 
  Ikana peasants that had fled the strife in the 
  Canyon.  It started humble, as most cities do.  It 
  was even mostly-abandoned for a long time as 
  the emigrating hylians settled on Milk Road to 
  take advantage of the arable land there.  But as 
  the farming began to do better and better, the 
  surplus required a venue for trading.  That 
  became Clock Town.  The tradition of the Festival 
  of Time was established one year after the fields 
  of Milk Road made a fantastic yield that the 
  people were living off of for years afterward.  It 
  was repeated annually after that, slowly moving 
  towards its present form, and Clock Town and 
  
   
   
  177
  Termina continued to prosper while it was 
  observed.  Before long, great importance was 
  placed on the Festival, and the trappings of the 
  event grew and grew--Clock Town became 
  permanently decorated, to some degree, for the 
  Festival, and there developed the belief that 
  wedding vows exchanged on the day of the 
  Festival would bring great health, wealth, and 
  happiness to the couple.  The huge, famous clock 
  tower was constructed, measuring the time each 
  year until the next Festival would be held, and 
  becoming the namesake of the small city. 
  Watching the happiness and festivity of Clock 
  Town every year filled Skull Kid with further 
  sadness.  He continued to sulk apart, bemoaning 
  how it wasn’t fair that all those hylians were 
  having such a great time, and that his friends the 
  giants had deserted him without a word.  One 
  year he was curled up, shivering and sobbing, in 
  a huge hollow log near the entrance to the 
  Southern Swamp, as a chill rain came down in 
  sheets.  The Festival was months away yet, but 
  already Clock Town had begun the final run of 
  preparations for the event that their whole 
  livelihood hinged on now.  A pair of fairies, Tatl 
  and Tael, brother and sister, were searching for 
  shelter from the weather, and heard Skull Kid in 
  his grief.  Taking pity, and seeing a chance to get 
  out of the elements, they warmed and comforted 
  him.  Together, the three of them passed the 
  night in the log.  When the morning came, they 
  went about Termina in search of games to play.  
  Their pastimes continued, and a strong friendship 
  developed. 
  Then, one day, they espied a red-haired hylian 
  man laden with a huge bundle on his back, 
  apparently bound for Clock Town with a sack of 
  goods to help with the festivities, masks, as it 
  happened.  The Happy Mask Salesman, feeling 
  spiteful, and emboldened by the presence of Tatl 
  and Tael, Skull Kid swooped down on the 
  unaware Salesman and struck him unconscious.  
  Rummaging through the sack for anything 
  interesting, two ancient forces came together in 
  a meeting that may have been fated, or could 
  have been avoided and prevented much panic 
  and disaster in Termina; there is no telling.  But 
  what came to pass, was that Skull Kid found and 
  claimed the fabled, powerful, evil Majora’s Mask.  
  It empowered Skull Kid, giving him the means, 
  cunning, and ruthlessness to pull the most 
  vicious pranks yet.  Slowly, inexorably, with each 
  use of its power, the Mask fed back into Skull Kid 
  a measure of its unspeakable vileness.  He 
  turned more and more spiteful, playing tricks 
  that got steadily more malicious as the Mask’s 
  power grew and he fell further and further under 
  its control.  It put into motion a plot that would 
  ultimately pull the moon down into the earth, 
  and destroy the entire world in an explosion of 
  fire 
  Fate, or chance, put these two forces together 
  that could have destroyed the world in Termina.  
  But by the same coin, the source of Termina’s 
  salvation was brought as well--Link, the Hero of 
  Time, the hylian boy who had just left Hyrule and 
  the name he had earned there to go forth on a 
  personal journey.  Skull Kid ambushed him in the 
  woods, in a similar fashion to how he’d gotten 
  the jump on the Salesman, and stole the Ocarina 
  of Time that he was carrying while Link was 
  knocked out.  Skull Kid and the fairies fled, and 
  Link followed, falling down the “rabbit hole” (to 
  further the Lewis Carol analogy) that led to 
  Termina from the forest he was traveling 
  through.  On the other side, Skull Kid cursed Link 
  with the form of a deku scrub, which he thought 
  would make the Hero of Time helpless.  But he 
  underestimated the hylian boy’s resourcefulness 
  and determination, as he not only reclaimed the 
  Ocarina, but found a way to beat the odds of 
  time that were stacked against him through it.  
  He traveled to the four holy places of Termina, 
  defeated the powerful, evil creatures that had 
  been placed there and broke the curses laid on 
  them, and called the four giants to action. 
  The presence of these being of power shocked 
  Skull Kid, and their trumpeting voices shook the 
  Mask’s grip on his mind.  It abandoned his body 
  and fled into the moon that the giants had 
  stopped in mid-fall, throwing down a challenge to 
  Link on its way up.  He accepted, and in the 
  hollow core of the moon, the battle between the 
  two of them raged, shaking the grinning, 
  pockmarked sphere as the giants suspended it 
  above the clock tower.  Finally, it stilled, and Link 
  emerged victorious.  The Happy Mask Salesman 
  retrieved his precious mask, declaring that its 
  evil had been laid to rest now, and all should be 
  well.  Skull Kid came to his senses and reconciled 
  with the giants, the Festival went on to the 
  delight and relief of the citizens of Clock Town, 
  and Link withdrew from the limelight once again. 
  Clock Town’s yearly routine has continued, and 
  things continue to look up for it.  The Festivals 
  are still held, and draw in people from an even 
  wider area as the merchants favor Clock Town 
  more and more heavily.  Skull Kid’s whereabouts 
  are unknown, but the occasional harmless, 
  amusing prank that can’t be tied to anyone 
  seems to say that he isn’t gone. 
  The Myths 
  • 
  The underside of Clock Town is said to be 
  rife with secret passages leading to all 
  sorts of places.   It seems that the 
  Bombers, the benign gang of boys that 
  like to make a practice of doing good 
  turns for the people of the community, 
  have a good grasp of their layout, but 
  there are many that even they know 
  nothing about.  It’s a good question what 
  they could contain. 
  
   
   
  178
  • 
  Milk Road contains a track for horse 
  racing, which attracts the tourists, who 
  are 
  encouraged 
  to 
  bet 
  and 
  buy 
  concessions as they watch the races.  
  There are rumors of shady doings by the 
  Gorman Brothers, proprietors of the track, 
  but pinning anything on them seems to be 
  impossible. 
  • 
  On rare, terrifying occasions, it is said 
  that Romani Ranch’s prized cows are 
  stolen 
  by 
  huge, 
  glowing, 
  mysterious 
  figures that float down out of the sky and 
  snatch them up.  Driving them away is a 
  task that the ranchers dread, and are 
  rarely completely successful at. 
  Places of Interest 
  Clock Town: Bustling, burgeoning, decorated 
  Clock Town.  The heart of Termina, the center of 
  its trade, and the place that draws tourists by the 
  droves during the Festival season.  Here can be 
  found the lodging, goods, services, and supplies 
  that every adventurer finds handy before setting 
  forth, and many he might not even realize he 
  needs.  They can unwind here as well, of course, 
  for Clock Town is filled with ways to keep its 
  visitors amused--there are few things worse for 
  the 
  tourism 
  business 
  than 
  boredom--and 
  opportunities to spend rupees.  Clock Town is 
  probably the strongest representative of the 
  gaudy decorations and colors found all over 
  Termina, with its permanent Festival bunting 
  covering almost every available surface. 
  Conservatory: This edifice is devoted to the 
  scientific study of the heavens, but is filled with 
  many 
  other 
  curiosities 
  that 
  attracted 
  the 
  attention of the academic who works out of here.  
  He keeps to himself and his studies of the sky, 
  but has a liking for the youthful Bombers.  He 
  knows much of the heavens…  Perhaps he can 
  read the past, the present, and the future in their 
  celestial dances, and interpret it for those that 
  ask him… 
  Milk Road: In spite of a name referring to dairy 
  produce, Milk Road is Termina’s breadbasket.  
  Farms and homesteads are found in abundance 
  here, in addition to those tracts of land that are 
  used to raise livestock--such as the Romani 
  Ranch, famous for its milk, which is actually 
  served in a specialty tavern in Clock Town.  It is 
  the wealthiest of the farms and ranches, envied 
  by its rival, the Gorman Brothers’ Racetrack, but 
  well-liked by most of the others, who have good 
  bartering 
  relations 
  with 
  them--the 
  Romanis 
  receive grain and fodder for their stock, and give 
  milk and share contacts in exchange. 
  Great Bay 
  The Land 
  To Clock Town’s west is the coast of a huge, 
  tropical sea.  The Great Bay is a relatively 
  sheltered cove friendly to shipping, filled with 
  marine life, and attractive to tourists and 
  vacationers from Clock Town.  The sand is white, 
  the water is usually clear and warm, the sky is 
  blue, and the fish are colorful.  Healthy, bright 
  coral, kelp, and seaweeds cover much area under 
  the surface.  A waterfall, its headwaters in the 
  Southern Swamp, cascades down the high cliffs 
  in the southern part of the region and flows 
  through a channel in the sand, into the sea.  
  Further north is the iron stronghold build by the 
  gerudos of Termina, who traverse the seas, 
  attacking merchant ships and tourists and 
  searching for troves of treasure.  The climate is 
  warm here, accounting for the brightness of 
  tropical fish, plants, and seashells. 
  The People 
  Not surprisingly, zoras are the dominant race of 
  the Great Bay.  It’s the water, after all, and no 
  one knows the water like a zora.  They get by on 
  the plentiful fish and undersea gardens and craft 
  delicate, intricate goods, many out of the shells, 
  coral, and other stuff of the sea floor.  These are 
  exported, along with many of the exotic plants 
  that they grow underwater, and sell well in Clock 
  Town.  They also make good guides and pilots for 
  the 
  merchant 
  ships 
  as 
  they 
  traverse 
  the 
  dangerous reefs so that neither ship nor reef is 
  harmed. 
  The gerudo of the Great Bay, however, represent 
  a much less benign force in the area.  With their 
  typical ruthlessness and opportunism, they have 
  ensconced themselves firmly in their steel 
  stronghold and sally forth when need and greed 
  dictate, practicing piracy enthusiastically.  There 
  is no love lost between them and the zoras, but 
  neither can do much to drive the other off, so the 
  feud merely simmers. 
  If 
  found 
  outside 
  their 
  home 
  in 
  anything 
  approaching decent numbers, tokay would find 
  the Great Bay quite hospitable, with water to 
  swim in, pretty fish and shells to ogle, and piles 
  of washed-up seaweed to poke through.  The 
  zoras would likely have no patience for tokay 
  exploring Zora Hall and taking apart their 
  meticulously-constructed musical instruments. 
  Hylians also call the Bay home, living as hermits, 
  fishermen, or dock workers.  They quietly 
  support the zoras in their conflict with the 
  gerudo, but are at risk from their raids, so they 
  outwardly give the impression of neutrality. 
  The History 
  The corroded edifice the gerudo pirates use for 
  their stronghold was where it stands when the 
  first zora swimmer entered the Great Bay.  The 
  hylians in Clock Town have stories about its 
  origins, but the truth is unknown, and there is 
  little evidence about who built it within it, even 
  less so now with the gerudo in residence.  
  Favoring the pleasant climate, Zora Hall was 
  soon built and habituated by zora migrants.  
  
   
   
  179
  They brought with them great skill at making 
  musical instruments, exceptional even among 
  zoras, and soon applied it to areas like sculpture. 
  Three gale-torn galleons limped into the Great 
  Bay some decades later, carrying the gerudo who 
  would claim the stronghold as their own when 
  they decided that this was a good place to stay, 
  and their ships would simply sink if they went 
  through much longer.  Hostility between the two 
  races was imminent, becoming violent in little 
  time.  But each side was too firmly-entrenched in 
  their chosen homes to be shaken out, and since 
  the time of these battles, fighting between the 
  zoras and the gerudo has become rare.  One 
  notable occasion of skirmishes between them 
  was near the time of the Crisis of the Moon, 
  when the gerudo stole the eggs of the zora diva 
  Lulu.  Mikau, her paramour, made a daring solo 
  attempt to reclaim the eggs, but was defeated 
  and left for dead by the pirates.  He was pulled 
  from the water by Link on his mission, and told 
  him his story.  Mikau charged him with rescuing 
  the eggs and setting right the imbalance in the 
  Great Bay.  Then he perished, and like Darmani 
  the goron, his spirit was able to help Link achieve 
  success. 
  Since then, the vendetta between the gerudos 
  and the zoras has become even bitterer.  Mikau 
  was a beloved champion and musician among the 
  zoras of the Bay, who vowed vengeance.  For the 
  first time since the gerudo’s arrival, the zoras 
  attempted raids on the stronghold, but were 
  repulsed, and the gerudo retaliation was unable 
  to reach Zora Hall.  So the clashes between the 
  two of them are still mostly-limited to when they 
  run into each other at sea, but have become 
  even more vicious.  The tourists are awed by 
  these fights, but rare as they are, they still enjoy 
  the sand and surf more than the sea battles. 
  The Myths 
  • 
  Stories of sea monsters are very common 
  in the Great Bay, so common that they’ve 
  been 
  grouped 
  into 
  distinct 
  types.  
  Whether or not these tales are true is 
  difficult to say, because hard evidence of 
  their existence is difficult to come by.  But 
  that wouldn’t necessarily stop the more 
  determined of the curious ones who seek 
  these creatures out… 
  • 
  If 
  the 
  gerudo 
  pirates 
  aren’t 
  raiding 
  merchant ships or lazing around in their 
  stronghold, chances are that they’re out 
  hunting buried treasure.  A good deal of 
  the maps that they follow turn nothing up, 
  but they have many successes as well 
  that yield great wealth.  It could be that 
  they simply misinterpreted the failed 
  maps, and it could also be that someone 
  getting their hands on a good one before 
  the gerudo can follow it to dig it up would 
  get all the rupees to themselves. 
  • 
  Leevers 
  are 
  a 
  dangerous 
  seasonal 
  nuisance in the sands of the Great Bay.  
  Like those that live in the Gerudo Desert, 
  they, too, are known to emerge on certain 
  nights and journey somewhere, where 
  they conduct an almost ritual dance, and 
  then disappear. 
  • 
  The waters of the Great Bay are known to 
  contain seahorses, which are surprisingly 
  intelligent, able to speak, and known the 
  sea floor like the back of their pectoral 
  fins.  The gerudo would love to get their 
  hands on one of them and exploit this 
  knowledge in their search for booty.  The 
  more scrupulous, however, might consider 
  asking nicely, or performing a task for the 
  seahorses, and be rewarded with a richer 
  find than any pirate could get by coercion. 
  Places of Interest 
  Termina Beach: This wide, sandy beach is 
  constantly bathed in sunshine and lapped by the 
  warm surf of the Bay.  The beach is most 
  attractive to the tourists and vacationers from 
  Clock Town, and also the closest part of the area 
  to it, so sunbathers and swimmers are very 
  commonplace.  The gerudo pirates are known to 
  attack these vacationers, so Clock Town guards 
  often come along to guard them.  Sometimes, if 
  relations with the zoras are good, they’ll help in 
  the protecting.  However, when the gerudo are 
  feeling particularly cocky or see an exceptionally 
  good chance, they attack anyway, holding those 
  they capture for ransom.  The piers used by the 
  merchant ships are also on this stretch of sand, 
  but were built so as not to interfere with the 
  beachgoers’ sun time. 
  Pinnacle Rock: To any on the surface, this 
  location of interest appears to be nothing more 
  than a number of tall stone pillars thrusting up 
  out of the sea.  But to the zoras, and others 
  capable of diving deep enough, there is more to 
  Pinnacle Rock.  The pillars circle a wide, deep pit 
  under the water, which is known to be habituated 
  by huge, fearsome sea snakes.  They keep to 
  themselves for the most part, but are known to 
  eat anything that comes their way.  It’s 
  dangerous here, but within the detritus of the 
  snakes’ feasting, a scavenger might find a few 
  things of interest. 
  Zora Hall: The zora community of Termina.  This 
  bright, cool place is a good-sided underwater 
  cave complex, decorated with bright, colorful 
  shells and undersea plants.  Place of pride goes 
  to the stage in Zora Hall, often used by the 
  resident musical band, the Indigo-Gos, two 
  opened halves of an impossibly big scallop shell.  
  This is the place where the zoras retreat to when 
  the gerudos rout them during their skirmishes, 
  and it has never been found by the pirates, who 
  don’t have the capability to follow them deeply 
  into the water. 
  
   
   
  180
  Gerudo Stronghold: The gerudo pirates make 
  their base of operations and home in this 
  structure of iron, left by unknown builders long 
  before even the zoras lived in the Bay.  They 
  have 
  made 
  large 
  improvements 
  to 
  its 
  defensibility, and stocked it with treasure and the 
  materials of war captured in raids.  They keep a 
  tight guard against all comers, have no interest 
  in diplomacy, and almost always kill trespassers.  
  Those who could get past the guards would find 
  themselves in a maze of water, explosive mines, 
  and fast-flowing water jets.  However, the rupees 
  and items that the gerudo have collected over 
  the years might make it worth the risk…  The 
  zoras have tried for many years to find a good 
  point of access to wipe the pirates out, but are 
  always foiled. 
  Great Bay: In deep water, far, far out from the 
  shore, is the Great Bay, the third sacred place of 
  Termina.  It is an underwater cave that is filled 
  with iron pipes, pumps, clockwork devices driven 
  by the water, and drips that make navigating the 
  temple dangerous and complicated, even when 
  all is well in the Bay and not a monster is to be 
  found.  The connection here with the temple and 
  the land is primarily with the climate, which can 
  affect much as the ripples pan out in the Bay’s 
  ecosystem, making the waters murky, or causing 
  huge death in the marine life, or sending squalls 
  and gales inland to batter the coast. 
  Ikana Canyon 
  The Land 
  Ikana Canyon is a hot, craggy, barren, dusty 
  desert, filled with the remains of a civilization 
  long-gone and the spirits of a restless dead.  All 
  around is the lingering evidence of a past gone to 
  dust.  The ruins of grand Ikana Castle, still 
  painted and decorated gaudily like seemingly 
  everything else in Termina, stand atop a cliff at 
  the end of the Canyon’s main valley.  With no 
  sane, wholesome residents, Ikana Canyon has no 
  trade, unless feuds between bands of gerudos 
  and criminal hylians count.  This area has quite a 
  bit in common with the Red Canyons in the 
  Gerudo Desert. 
  The History 
  Once, Ikana was a cradle of hylian civilization in 
  Termina.  The soil was fertile, the climate was 
  amiable, and the people were healthy, creative, 
  industrious, and strong.  Harvests were plentiful, 
  and the maze-like temple of the Stone Tower was 
  raised in thanks to the goddesses.  But the land 
  became thrashed by a series of droughts, and 
  what could be irrigated was soon played out by 
  the intensive agriculture needed to support 
  Ikana’s large population.  The social order had 
  become heavily stratified, and the decadent 
  “cream” of the Ikana civilization found that the 
  famine could spell their end. 
  But rather than cooperate with each other, or 
  share their wealth, or find a mutually beneficial 
  way to feed the people, they turned selfish and 
  acted only to stay in the comfortable homes they 
  had made and keep themselves fed.  Values that 
  had held great sway among the Ikana in their 
  times of plenty lost all meaning when their 
  survival was threatened.  The climate continued 
  to dry out, becoming even less capable of 
  supporting farming, and there were mad grabs 
  for what arable land remained.  Eventually, the 
  poor made the smart move and attempted to 
  emigrate out of Ikana to try their luck elsewhere.  
  This was resisted by the rich, who claimed that 
  they owned the serfs who worked their lands, 
  and inter-class violence erupted as some were 
  forcefully restrained. 
  Many of the lesser nobles were overthrown and 
  killed, leaving “their” peasants to loot their 
  homes and move on with their plans to flee, but 
  the more powerful, who could keep stronger 
  personal armies, slaughtered the disobedient 
  poor for abandoning their masters.  The anarchy 
  and strife were thus fed even further.  Some 
  peasants got away completely, but many others 
  were retained in Ikana or killed.  The innocent 
  families that were slain, done great wrongs in 
  life, became the first of Ikana’s restless dead, 
  haunting and tormenting their oppressors in life, 
  unable to let go of the old hurts and move on to 
  the next world and instead chasing vengeance 
  long after their flame had been snuffed. 
  Honor, cooperation, and love of the fellow man 
  had long-since vanished in Ikana, leaving only 
  the selfish, vengeful spiral.  The droughts and 
  sandstorms stripped the last of the arable land, 
  but long before then, most of the people who 
  might have farmed it were either fled or dead, 
  and their buildings were already succumbing to 
  time’s predations.  It was at this time that the 
  Garo, a country from deeper in the desert over 
  the hills that had grown to rival Ikana as it began 
  to decline, invaded.  For being the last straw, this 
  event was overkill.  Ikana’s armies, weakened by 
  hunger, civil strife, and poorer equipment than 
  they would have used during Ikana’s heyday, 
  were defeated, and the land sacked.  The Garo, 
  seeing the sorry state of Ikana, did not maintain 
  control over it, and there weren’t enough people 
  to justify staying.  So they took their booty and 
  left.  In time, the negative feelings of the spirits 
  slain throughout Ikana’s strife burned themselves 
  out.  Thus the dead went to the most peaceful 
  rest they had ever had.  Ikana was abandoned, 
  and finally, the dead no longer cared. 
  The canyon became a curiosity to some, 
  interested in what had passed before, what had 
  caused this grand civilization to fall so far in such 
  a comparatively short time, or merely the 
  mystery of the undead.  The spirits took no 
  notice of them, until, during the Crisis of the 
  
   
   
  181
  Moon, Skull Kid stirred them up by corrupting the 
  Stone Tower temple, which had actually been left 
  in a state of relative balance when the people of 
  Ikana no longer cared.  The dead were awakened 
  in Ikana, more dangerous than they ever had 
  been.  Link walked among them and laid them to 
  rest again when he was clued in by the former 
  king of Ikana, who, in defeat, finally came to his 
  senses, and pointed him in the right direction of 
  Stone Tower.  Link’s exploits there put Ikana’s 
  dead to rest, once again, and returned the 
  canyon to its fallen, but balanced state. 
  The Myths 
  • 
  Ghost stories are more than fanciful tales 
  told around the campfire when it comes to 
  Ikana Canyon.  The poes stay mostly at 
  rest, with the civilization they once lived 
  in long-gone, even when the living come 
  around.  But there are plenty of ghosts 
  who become active and float up from their 
  graves on restless days and haunt the 
  vicinity.  With Ikana mostly abandoned, 
  it’s easiest to let the ghosts simply tire 
  out and return to their rest after a time, 
  but helping them or bringing them to their 
  senses would be considered a good turn, 
  and might earn a reward. 
  • 
  Sakon, an infamous thief known to plague 
  Termina with his very odd demeanor and 
  accomplished ability to steal, made a cave 
  in the lower Ikana Canyon his hideout.  It 
  was filled with his loot, but protected with 
  some 
  of 
  the 
  most 
  complicated 
  and 
  challenging 
  puzzles 
  and 
  traps 
  stolen 
  money 
  can 
  buy. 
   
  Additionally, 
  with 
  Sakon’s death, his greedy, materialistic 
  nature makes it very possible that his 
  spirit still lingers in or around the cave.  
  But the question is, would someone who 
  took the time to lay Sakon to rest be 
  doing so from pure, honest motives, or be 
  lusting after the piles of rupees much the 
  same way the prancing thief did? 
  • 
  In the late days of Ikana’s downfall, the 
  Garo ninja could be found slinking all over 
  the canyon, spying in advance of the 
  Garoo army.  However, judging from the 
  number of their ghosts that can be found 
  in Ikana, they weren’t as skilled as they 
  thought they were.   Though dead, 
  perhaps these spies would be able to tell 
  something about the country they were 
  spying for in the first place… 
  Places of Interest 
  Lower Canyon: The river that carved out Ikana 
  Canyon ended here, becoming a delta that 
  fanned onto Termina Plain.  The denizens of 
  Clock Town, anxious about the area, fenced it off 
  long ago to help keep out the curious for their 
  own good.  Poes are few here, on the border, 
  even when Ikana’s dead are exceptionally 
  restless.  But there are many dangerous, living 
  creatures that can be found in this area of dry, 
  red sand and rock formations.  Real bombchus 
  seem to have a lot of love for this location, and 
  can be found scampering all over. 
  Ikana Graveyard: This cemetery is unusual in 
  Ikana, in that, even in times of peace, the dead 
  do not sleep easily.  They also ignore the living, 
  for the most part.  The plot of ground known as 
  Ikana Graveyard was once a hard bend in the 
  river that flowed through the area, and became 
  the place devoted to the burial of Ikana’s royal 
  family, 
  and 
  those 
  soldiers 
  that 
  distinguish 
  themselves in the line of duty. In the case of 
  Skull Keeta, negative distinguishment can earn 
  them a place there, too.  Those spirits who have 
  not let go of their regrets, moving down from 
  Ikana proper, haunt the graveyard.  A living 
  caretaker remains here and tends the grounds, 
  taking refuge in his home at night.  
  Ikana Castle: This squat, garishly-decorated 
  keep sits atop a hill in Ikana Canyon, overlooking 
  bare, sun-scorched lands.  The Garo looted it of 
  every valuable item, except for those that were 
  guarded by riddles and traps too difficult or time-
  consuming to be solved.  The spirits of the last 
  king, Igos du Ikana, and his two champions, 
  reside here, where they were slain by the 
  invading Garo, in spite of its heavy defenses.  It 
  is now a dusty ruin, its roof used as a roost by 
  keese and guay. 
  Stone Tower: The darkest of Termina’s four 
  holy places.  The structure was raised by the 
  people of Ikana long ago, and instilled with a 
  very strange, mind-warping property…  Using 
  light arrows on certain seals throughout the 
  hazardous, maze-like temple causes the whole 
  temple to be subjected to a kind of reverse 
  gravity effect, making the firer to have to walk 
  precariously along the ceiling in this mostly open-
  aired temple if he wishes to continue exploring.  
  It makes for a bizarre experience.  The stone and 
  animated stone guardians of this temple make 
  investigating even more difficult. 
  Snowhead 
  The Land 
  The mountainous region known as Snowhead, 
  standing north of Clock Town, is by far the 
  coolest in Termina.  Patches of snow linger into 
  mid-spring low on the slopes and glaciers on the 
  peaks remain year-round--ironic, considering the 
  proximity of the hot Great Bay and the Southern 
  Swamp.  The area has some very mild volcanic 
  activity, resulting in numerous hot springs and 
  scattered lava vents that ooze but very rarely 
  explode.  Coniferous trees are found all over the 
  slopes, especially on the sheltered windward side 
  of the range, where the sea breeze from the 
  Great Bay carries in moisture-heavy air.  The 
  
   
   
  182
  higher peaks are blasted by the wind constantly, 
  making it difficult for plants any larger than 
  heather, 
  lichen, 
  and 
  low 
  bushes 
  to 
  live.  
  However, it does serve to give the mountains a 
  gentle, smooth-worn veneer that stands in sharp 
  contrast to the bitterness of the winter season.  
  Those mountains in the leeward side of the range 
  are 
  considerably 
  drier, 
  cut 
  off 
  from 
  the 
  precipitation 
  for 
  the 
  most 
  part, 
  but 
  still 
  supporting some stunted flora.  Winters here are 
  harsh and white, with dangerous blizzards that 
  can blow the unprepared right off the mountain 
  or bury him in a snowdrift.  Springtime, when the 
  snow melts and water flows down the mountains, 
  procures an almost frantic, brilliant burst of life 
  as grass, flowers, and shrubs spring into life.  
  Flash-floods are common, however, and at the 
  foot of the mountains is worn a deep channel 
  that diverts most of the water west, back into the 
  Great Bay, from which it came in the first place 
  as precipitation.  Surefooted creatures such as 
  mountain goats, deer, and wild sheep range all 
  over 
  the 
  mountains, 
  doing 
  quite 
  well 
  for 
  themselves.   Gorons are the most prevalent 
  species to be found on Snowhead, doing trade in 
  bomb flowers, materials they have mined, 
  metalwork and craftsmanship, and the like. 
  The People 
  The merry gorons get by the best in the 
  Snowhead mountains, feeling at home among 
  the stone of the slopes, able to tolerate the 
  extremes in temperature, and well-equipped to 
  navigate the trails and paths with their rolling.  
  They eat their rocks, tinker and forge, dance and 
  play games, mine for stone and iron, and 
  conduct trade with Clock Town to the south.  
  Their community is known as Mountain Village, 
  several dugouts interconnected with tunnels, 
  sturdily-built and resistant to the gales of the 
  region. 
  Hylians can also be found in the mountains, 
  primarily in the thorp known as Mountain Village.  
  Here they help with the trade between the 
  gorons and the outside world.  Some have the 
  precarious duty of herding what goats and sheep 
  have 
  been 
  domesticated 
  while 
  others 
  are 
  hunters--the fur trade is good in Mountain 
  Village.  Also, some of the well-to-do of Clock 
  Town keep villas here as mountain retreats from 
  the heat and crowd of their homes. 
  Rumor speaks of strange, cowled creatures being 
  seen around the more active volcanic areas in 
  Snowhead.  They could be subrosian explorers, 
  but very few people in Termina would recognize 
  them as such, especially with the vague and 
  scant descriptions that come back. 
  The History 
  Long ago, the mountains rose when the tectonic 
  plates beneath the Termina mainland and the 
  ocean to its west collided.  Since then, however, 
  the volcanoes have calmed immensely and the 
  mountains are shaped more by wind and ice than 
  earthquake.  Gorons colonized their village on 
  the windswept cliffs near the Lone Peak after 
  walking and rolling in from somewhere distantly 
  east of Termina--where exactly, they do not say, 
  and might not remember.  The temple of 
  Snowhead was already there, seemingly.  Once 
  their mines were doing well, they ventured for 
  trading 
  partners, 
  and 
  naturally 
  brooked 
  agreement with Clock Town and the deku scrubs 
  of the Southern Swamp.  Hylians of Clock Town 
  built the first alpine villa that was to become the 
  Mountain Village, although it started out as a 
  simple blacksmith’s shop. 
  Many years passed in the mountains around 
  Snowhead, their passage marked by the brutal 
  winters.  But the Crisis of the Moon jolted the 
  region out of a sedentary routine.  Tragedy befell 
  the Goron Village when Darmani, great warrior 
  and role model of the community, tried to 
  journey to Snowhead to investigate the cause of 
  the sudden, bitter cold snap that had struck the 
  region when spring was supposed to have 
  arrived.  Darmani did not survive the trek, and 
  the grieving gorons interred him on a cliff 
  overlooking Mountain Village.  His restless spirit 
  besought help from Link when he came looking 
  to right the wrongs done by Skull Kid wielding 
  Majora’s Mask.  The aid of his ghost proved to be 
  enough, and the imbalance was lifted from the 
  Temple, and finally spring came to relieve the 
  people. 
  The Myths 
  • 
  It is said that Darmani, one of the 
  greatest goron warriors ever born, does 
  not rest easy in his grave.  There was 
  word of him being seen, alive and well, 
  very shortly after he had supposedly died.  
  The rumors have not totally ceased, 
  however, and sightings of his shade seem 
  to continue. 
  • 
  Springtime in the mountains is usually 
  heralded by a chorus of frogs that sing in 
  the vicinity of Mountain Village.  They 
  seem to be “conducted” by someone who 
  goes by the name of Don Gero, but just 
  who this person is and his connection with 
  the frogs is unclear. 
  • 
  The mildness of the local volcanic activity 
  provides a good opportunity for those who 
  study volcanoes.  It’s easy to get to the 
  vents, and they can even be explored a 
  short distance into the earth with minimal 
  danger from the lava.  Spelunking in this 
  manner might even bring one face-to-
  hood with the mysterious, robed creatures 
  said to haunt some of the vents… 
  
   
   
  183
  Places of Interest 
  Mountain 
  Village: 
  This 
  relatively 
  small 
  community grew up around the solitary smithy 
  that was the first building to stand in the area.  
  After it came the first alpine retreat, that of Clock 
  Town’s Mayor Dotour, followed by others, then 
  the lower-class homesteaders that do the herding 
  and hunting in Mountain Village.  It’s a quiet 
  place, and the denizens who get bored often go 
  to the Goron Village to partake in the song and 
  dance that is such a huge part of goron life.  
  Many of Mountain Village’s citizens pass the 
  winters in Clock Town, to escape the biting cold, 
  and return to dig out their homes in the spring. 
  Snowhead: Snowhead is another of the four holy 
  locations of Termina, situated high in the 
  mountains.  It’s an odd, intimidating peak, 
  reached by a narrow, precarious causeway of 
  natural stone, crested with a rock formation that 
  resembles a spiked morningstar head.  Year-
  round, even when the sun is at its hottest, snow 
  and ice linger here.  Winter’s fiercest blizzards 
  seem to pour out of Snowhead when the season 
  is right, and even when it’s not, if desecrations 
  has occurred within the temple. 
  Goron Village: This goron community is one of 
  the few not built within natural grottoes, but 
  constructed for the great part in pits dug into the 
  ground.  The parts of the dwellings that aren’t 
  subterranean are enclosed in igloo-like domes.  
  They are well-protected from the cold, and 
  stocked with edible rocks so the gorons can wait 
  out the long winter months of the mountains.  All 
  these goron-made caverns are connected by 
  tunnels deep enough to stay away from the cold.  
  The village sits atop a cliff and faces the strange, 
  standing, weathered pinnacles that just up from 
  the mountain mists below.  A shrine sits in one 
  such rock.  In the direction of the Mountain 
  Village can be found the racetrack that the 
  gorons compete on in celebration of spring.  The 
  event brings in every goron on the mountain, 
  and nearly all the hylians of the Mountain Village. 
  High Glaciers: Colossal sheets of unmelting ice 
  can be found in almost every remote location in 
  the 
  mountains 
  of 
  Snowhead. 
   
  These 
  are 
  ecosystems unto themselves most of the time, 
  and they actually slide across the land, in 
  inexorable crawls that may move them a mere 
  twelve inches every year, and carve the surface 
  of the mountains with gashes that starkly 
  contrast with the slower weathering caused by 
  wind and water.  The glaciers may be the nests 
  of beings that have burrowed deeply into the ice 
  and built glistening crystal citadels, but explorers 
  don’t often venture into these harsh territories, 
  and the herds avoid them. 
  Southern Swamp 
  The Land 
  Shallow, stagnant water; squelching ground; 
  gigantic, predatory insects; humungous tropical 
  flora; and choking humidity.  The swamp is tough 
  for most beings to navigate, with coiling plant 
  roots in the water that can snag boat keels and 
  the feet of a wader.  Plants and insects grow like 
  mad in this hot, very wet climate, and make up 
  many of the monsters a traveler may encounter 
  here.  Deep in the swamp, one may find the 
  Deku Palace, the gaudily-painted stronghold from 
  which the ruling deku scrubs maintain the region.  
  Deeper 
  still 
  is 
  the 
  Woodfall 
  Temple, 
  an 
  overgrown holy place of Termina, a location with 
  a mystic connection to the health of the land and 
  one of Termina’s four guardian spirits.  In spite of 
  the difficulty and danger involved with traveling 
  through the swamp, it keeps a fairly brisk 
  tourism industry, especially in Clock Town’s 
  festival season, from thrill-seekers and people 
  wishing to see the exotic flora and fauna of the 
  place. 
  The People 
  The prevalent race of the Southern Swamp is the 
  deku scrubs.  They can get around the swamp 
  without great difficulty, thrive in the wet of the 
  environment, feel very at home among the other 
  plant life, and are resistant to the stings and 
  poison of the indigenous insects.  The dekus of 
  the Southern Swamp are aggressive merchants, 
  ranging far across the lands as they trade goods 
  and barter, but there are a great many of them 
  that stay in the swamp, some taking a hand in 
  the tourism industry, and some gardening for 
  their own use while others cultivate the more 
  interesting gigantic plants for sale to outsiders.  
  These dekus maintain their rule with the 
  shrillness typical of their race. 
  Small troops of monkeys, seeming to be 
  intelligent, also populate the swamp, but they 
  are shy of other, larger beings.  Consequently, 
  contact with them is usually rare.  If they have 
  communities, they seemingly aren’t telling. 
  While there are some dekus who involve 
  themselves with the swamp’s tourism, the 
  dominant tribe in that area is second-place in 
  overall population: hylians.  They also make up 
  most of the tourists themselves, as other races 
  don’t usually care much to visit the swamp--
  gorons avoid the water, zoras find it unpleasant 
  to swim in, and gerudo see little opportunity to 
  exploit.  Tokay might take an interest in the 
  swamp, but few leave their home and have the 
  opportunity to explore it. 
  The History 
  The Deku Palace was being rebuilt for the third 
  time (the wood of its construction has a limited 
  lifespan of a few dozen years in the humidity of 
  the swamp, in spite of preservation techniques 
  
   
   
  184
  the dekus use) when hylian settlers of Clock 
  Town began exploring the swamp.  Meeting the 
  dekus in the swamp led to shrill shrieks, flying 
  deku seeds, and fleeing on the part of the 
  explorers. 
   
  They 
  learned 
  firsthand 
  how 
  ridiculously territorial dekus can be.  However, 
  the necessity for trading contacts brought the 
  two races past their hostilities, and now the 
  dekus only keep their jealous guard on clearly-
  defined areas of the swamp while the hylians 
  show their boat tours and help with the novelty 
  trade 
  in 
  jungle 
  flowers, 
  food, 
  and 
  other 
  souvenirs. 
  During the Crisis of the Moon, within days of 
  Clock Town’s annual Festival of Time, the dekus 
  put great suspicion and hostility on the monkeys 
  in the jungle.  It’s difficult to say if this was done 
  because of the general disposition of dekus while 
  they’re looking for a scapegoat, or stemmed from 
  the poorly-concealed panic they were feeling 
  over the big falling, grinning moon.  At any rate, 
  they blamed the disappearance of their royal 
  princess on a monkey who was known to be her 
  playmate, when she had actually been captured 
  by Odolwa, the guardian spirit of the swamp 
  corrupted by the power of Majora’s Mask.  The 
  situation was alleviated and new agreement 
  brooked between them due to the exploits of 
  Link, when he rescued her out of her prison in 
  the process of clearing the Woodfall Temple and 
  saving Termina from destruction. 
  Alliance with the temperamental dekus proved to 
  be hard to hold onto for long, however, and 
  relations between them and the monkeys went 
  lukewarm again.  The dekus maintain their rule 
  over the swamp, the monkeys get by through 
  foraging in the forests, and the tourism trade 
  goes on.  Life continues much like it always has 
  in the swamp, in the barely-flowing water, 
  among the huge blossoms and insects and 
  reptiles, and overhung with the hot, humid air. 
  The Myths 
  • 
  A perplexing mystery in the Southern 
  Swamp is the monkeys.  Their intelligence 
  is not hard to see, and there are hints of 
  organization in dealings with them, but 
  it’s a mystery where they live, what they 
  do when they’re not found roaming the 
  swamp, and how they became the way 
  they are.  But they’re shy, cautions, and 
  difficult 
  to 
  follow 
  through 
  the 
  thick 
  underbrush, so learning the truth would 
  be difficult. 
  • 
  One wonders what the deku guard so 
  jealously in their territory.  They are less 
  than friendly about throwing out or 
  punishing trespassers.  Those who pride 
  themselves on not being found when they 
  don’t wish to be might consider it a 
  worthy challenge to move around the 
  deku realm just as they please.  Whether 
  or not they’re actually hiding something is 
  difficult to say, as it wouldn’t be out of 
  character for the dekus to keep watch like 
  they do simply out of principle.  But with 
  no proof, who’s to say… 
  • 
  The freakish size of the insects and plants 
  in the Southern Swamp is a feature often 
  remarked on by visitors and denizens 
  alike.  There are also many explanations 
  for this; some are used like fairy tales and 
  fables from parent to child, and logic 
  seems to attribute it to the humid, fertile 
  characteristics of the swamp.  But the 
  exact reason isn’t really known. 
  Places of Interest 
  Swamp Outskirts: The buffer between Termina 
  Field and the swamp.  Visitors here get just a 
  hint of what the swamp must be like, seeing the 
  oversized plants that grow here.  However, the 
  creeping damp of the swamp gets no farther than 
  this, so the plants don’t have the water to 
  support them as they do deeper in the swamp.  
  It’s safe here for the tourists, so close to the 
  civilization of Clock Town, and removed from the 
  discomfort and danger deeper in the region.  
  There are of course plenty of thrill-seekers who 
  want to see the deepest, darkest parts of this 
  jungle, or harvest the bigger plants as souvenirs 
  (many are too large to be removed from the 
  swamp), and the tour guides are willing to take 
  them, with special rates for groups.  However, 
  the more sedate ones go not much farther than 
  the outskirts.  This is the best place for trade, 
  where rafts and caravans can meet to exchange 
  goods.  Monkeys are rarely seen, but most of the 
  hylians in the swamp make their homes here.  
  There are plenty of dekus as well, who act sullen 
  for the most part, as if grudgingly accepting the 
  outsiders tramping around in their swamp, even 
  if it’s only on the border. 
  Deku Palace: The Deku Palace is the seat of 
  government for the dekus of the Southern 
  Swamp and the other races who live under their 
  laws.  It’s not terribly deep in the swamp, but the 
  tourists can only get so close to it and be so 
  annoying before the deku guards are chasing 
  them back to their boats, beating them with their 
  own picto boxes (especially if the guards happen 
  to be in anything approaching a bad mood).  Off 
  to one side of the palace is a shrine, in reverence 
  to the goddesses and the guardian giant of 
  Termina attached to the swamp.  The whole of 
  the palace is bedecked with vivid colors and 
  clashing patterns, which seem to please the 
  dekus.  It’s an amalgam of living wood and 
  plants, marsh water, moss, dirt, stone, sod, and 
  cut timber.  The live plants change colors with 
  seasonally, giving some pleasing variety to the 
  generally-garish decoration.  Even in winter, 
  however, paint and dyes on the dead wood don’t 
  let the décor recline into restful blandness. 
  
   
   
  185
  Woodfall: This is the holy locus of the Southern 
  Swamp.  The magical runoff is possibly the cause 
  of the rampant plant and animal growth.  The 
  temple lies beneath the lake/marsh that covers 
  the whole area, and can be raised by means 
  known to the dekus.  They maintain the temple, 
  being the dominant race in the region, and take 
  the responsibility seriously.  Rumor speaks of 
  monkeys visiting this place as well, but the truth 
  of this supposition is unknown.  Woodfall’s well-
  being are reflected in the whole of the swamp--
  when all is well, the jungle thrives; when 
  imbalance exists, the waters that pour out from 
  the lake into the rest of the swamp turn 
  venomous.  All of the swamp is connected to one 
  of Termina’s four guardian giants, but that link is 
  strongest in Woodfall. 
  Deep Swamp: Darker, damper, and deadlier 
  than the rest of the jungle, this region lies on the 
  other side of Woodfall from the direction of Clock 
  Town.  Except for brave/foolhardy tour guides, 
  hylians of the swamp are not found here.  Dekus 
  exile their criminals into the deep swamp, and 
  these unfortunates that survive for any stretch of 
  time are those that hug the border they’re not 
  allowed to cross and stay as close to the 
  “civilized” swamp as possible.  The carnivores are 
  even larger and more dangerous here, if the 
  reports of those who have survived them are any 
  indication.  But it seems that the small monkeys 
  get by fairly well here, undisturbed by the 
  outsiders, but their relations with the deadly 
  creatures (Prey?  Masters?  Slaves?  Indifferent?) 
  is undetermined. 
  
   
   
  186
  Chapter 10 Icons of Mystery 
  Ganondorf Dragmire 
  Male Gerudo Drifter 5/Wizzrobe 15: CR 20; 
  Medium Humanoid (Gerudo); HD 5d6+10 plus 
  15d4+30; hp 93; Init +4; Spd 30 ft.; Defense 26 
  (+4 Dex, +9 class, +3 racial); Base Atk +10; 
  Grp +13; Atk +17 melee (2d6+7/19-20, +4 
  greatsword) or +14 ranged (by spell); SA sneak 
  attack +2d6; SQ sparse consumption, drifter’s 
  luck 1/day, price fixing, uncanny dodge (Dex 
  bonus to Defense); Focus dark; SV Fort +8, Ref 
  +19, Will +14; Str 17, Dex 18, Con 15, Int 18, 
  Wis 14, Cha 23. 
  Skills and Feats: Appraise +12 (8), Bluff +14 
  (8), Climb +5 (0), Concentration +12 (10), 
  Decipher Script +14 (10), Gather 
  Information +13 (7), Hide +10 (0), 
  Intimidate +17 (9), Jump 
  +13 
  (10), 
  Knowledge 
  (Hyrule history) +24 (20), 
  Knowledge (Hyrule nobility) +14 
  (10), 
  Knowledge 
  (Triforce) 
  +27 
  (23), Move Silently +14 (10), Pick 
  Pocket +14 (8), Ride +14 (10), Search 
  +14 
  (10), 
  Spellcraft 
  +24 
  (20), 
  Wilderness Lore +12 (10); Combat 
  Casting, Craft Magic Arms & Armor, 
  Cycle of Power, Desert Hunter, Dodge, Fire 
  Focus, 
  Fire’s 
  Power 
  Attack, 
  Mounted 
  Combat, 
  Power 
  Attack, 
  Shadow 
  Affinity, Shadow Focus, Shadow’s 
  Dodge. 
  Special 
  Qualities: 
  Sparse 
  Consumption (Ex): Gerudo can 
  survive on 1/4 the amount of the 
  food and water any other non-
  desert-dwelling race needs on a daily 
  basis. 
  MP: Fire 38, Forest 14, Shadow 
  85, Spirit 55, Water 14. 
  Possessions: 
  +4 
  greatsword, Gerudo tunic, solid 
  black Gerudo stallion, Triforce of Power. 
  Ganondorf is the single greatest threat to Hyrule 
  since the Fierce Wars ended.  Once, Ganondorf 
  was the King of the Gerudo people, a hawk-
  faced, flame-haired, charismatic thief, but he is 
  now known as Ganon, Prince of Evil, a demonic 
  creature only vaguely humanoid. 
  Ganon’s evil is legendary; he slaughtered his own 
  army to ensure that only he could take the 
  Triforce, but the Six Sages imprisoned him in the 
  Golden Land before he could attack Hyrule.  Over 
  the generations, Ganon has attempted to take 
  over Hyrule, but the guardians of the Triforce of 
  Wisdom and the Triforce of Courage will forever 
  oppose him. 
  Agahnim 
  Male (race unknown) Wizzrobe 15: CR 15; 
  Medium Humanoid; HD 15d4; hp 35; Init +1; 
  Spd 30 ft.; Defense 16 (+1 Dex, +5 class); Base 
  Atk +7; Grp +7; Atk +8 ranged (by spell); Focus 
  dark; SV Fort +5, Ref +8, Will +13; Str 11, Dex 
  12, Con 11, Int 18, Wis 15, Cha 18. 
  Skills and Feats: Bluff +7 (3), Concentration 
  +14, Gather Information +20 (16), Knowledge 
  (Hyrule geography) +14 (10), Knowledge (Hyrule 
  history) +22 (18), Knowledge (Hyrule nobility) 
  +22 (18), Knowledge (Triforce) +14 (10), Scry 
  +20 (16), Spellcraft +22 (18); Combat Casting, 
  Craft Magic Arms & Armor, Craft Wondrous Item, 
  Cycle of Power, Iron Will, Scribe Scroll, 
  Shadow 
  Affinity, 
  Shadow 
  Focus, Silent Spell, Spell 
  Penetration, Weapon Focus 
  (ray). 
  MP: Fire 31, Forest 19, Shadow 
  46, Spirit 25, Water 18. 
  Possessions: Voluminous red 
  robes. 
  Nothing is known about the 
  man calling himself Agahnim, 
  other than the fact that he was a 
  pawn 
  of 
  Ganon’s 
  and 
  nearly 
  brought Hyrule to destruction.  He 
  broke the Sages’ Seal that kept the 
  Light and Dark Worlds separate, 
  but the intervention of Link 
  prevented Ganon from stepping 
  through the breach. 
  Link 
  Male Hylian Wilderfolk 
  2/Warrior 10: CR 12; 
  Medium Humanoid (Hylian); HD 2d10+4 
  plus 10d10+20; hp 91; Init +4 (+2 Dex, +2 
  instinct; always wins initiative); Spd 30 ft.; 
  Defense 20 (+2 racial, +2 Dex, +6 class); Base 
  Atk +12; Grp +14; Atk +19 melee (1d8+9 plus 
  2d6 holy/19-20, Master Sword) or +14 ranged 
  (1d6/x3, longbow); Full Atk +19/+14 melee 
  (1d8+9 plus 2d6 holy/19-20, Master Sword); SA 
  battle focus; SQ low-light vision, wild sense, 
  instinct; Focus light; SV Fort +19, Ref +18, Will 
  +13; Str 14, Dex 15, Con 14, Int 13, Wis 14, 
  Cha 15. 
  Skills and Feats: Climb +17 (15), Jump +17 
  (15), Listen +7 (5), Ride +12 (10), Spot +7 (5), 
  Survival +7 (5), Swim +17 (15); Attunement 
  (faerie), Beast’s Mounted Combat, Far Shot, 
  Forest Aspect, Luck of the Hylian, Mounted 
  Archery, Mounted Combat, Point-Blank Shot, 
  Spirit Aspect, Weapon Specialization (longsword). 
  MP: Forest 3, Spirit 2. 
  
   
   
  187
  Possessions: Bomb bag, hookshot, Hylian 
  Shield, Hylian tunic, longbow w/ quiver of 50 
  arrows, Epona, Master Sword (+5 holy evil 
  outsider 
  bane 
  longsword), 
  Triforce 
  of 
  Courage. 
  The Triforce of Courage chose well, as Link 
  comes to Hyrule whenever Ganon threatens.  
  Link appears as a man of indeterminate age, 
  wearing a green tunic and cap, and carrying 
  a sword in his left hand and a strong shield 
  in his right. 
  Link is not a man who wants admiration; 
  even though he has saved Hyrule many 
  times in his many incarnations, Link is 
  content with what he has. 
  Incarnations 
  The 
  stats 
  given 
  for 
  Link 
  here 
  are 
  representative of Link at the end of 
  Ocarina of Time.  To use Links from 
  other games in the series, consult the 
  following level layouts as a guideline.  
  The following are given in a rough 
  chronological order, but keep in mind 
  that there have been several different 
  Links throughout the branching and varied 
  timelines of the Legend of Zelda Universe.  The 
  variations given below  
  Majora’s Mask: Performer 2/Wilderfolk 3/Warrior 
  10. 
  The Legend of Zelda: Wilderfolk 
  Wind Waker: Drifter 5/Warrior 7/Pirate of the 
  Great Sea 3. 
  Princess Zelda 
  Female Hylian Noble 9: CR 9; Medium 
  Humanoid (Hylian); HD 9d8; hp 47; Init +1; Spd 
  30 ft.; Defense 17 (+2 racial, +1 Dex, +4 class); 
  Base Atk +6; Grp +6; Atk +6 melee (by 
  weapon); Full Atk +6/+1 melee (by weapon); SQ 
  low-light vision, natural diplomat +3, inspire +2, 
  synergy +3; Focus light; SV Fort +4, Ref +6, Will 
  +14; Str 11, Dex 12, Con 11, Int 16, 
  Wis 25, Cha 18. 
  Skills and Feats: Bluff +14 (10), 
  Diplomacy +23 (12), Disguise +10 
  (6), Gather Information +14 (10), 
  Innuendo 
  +11 
  (4), 
  Knowledge 
  (history) 
  +15 
  (12), 
  Knowledge 
  (law) 
  +15 
  (12), 
  Knowledge 
  (nobility 
  & 
  royalty) 
  +15 
  (12), 
  Knowledge (Triforce) +9 (6), Read 
  Lips +15 (12), Sense Motive +19 
  (12); Divine Empathy, Gift of the 
  Royal Line, Leadership (13), Pure 
  Blood. 
  Possessions: 
  Ocarina 
  of 
  Time, 
  Triforce of Wisdom. 
  The first Princess Zelda was placed 
  in an enchanted slumber when she 
  would not tell a foreign wizard the 
  secrets of the Triforce.  Since then, every 
  princess of the Hylia has been named 
  Zelda. 
  At the time of the Imprisoning War, the 
  Triforce of Wisdom chose the current 
  Princess Zelda to carry it through the ages, 
  and that she has done through her 
  descendants. 
  Incarnations 
  The stats given for Princess Zelda here are 
  representative of Princess Zelda at the 
  beginning of Ocarina of Time.  To use 
  Princess Zelda from the other games in the 
  Legend 
  of 
  Zelda 
  series, 
  consult 
  the 
  following level layouts as a guideline.  The 
  following 
  are 
  given 
  in 
  a 
  rough 
  chronological order, but keep in mind 
  that there have been several different 
  people called Princess Zelda throughout 
  the branching and varied timelines of 
  the Legend of Zelda Universe.  The 
  variations given below 
  Ocarina of Time (end): Noble 9/Drifter 
  5. 
  The Legend of Zelda: Noble 11/Wizzrobe 3. 
  The Adventure of Link: Noble 13/Wizzrobe 4. 
  A Link to the Past: Noble 5/Wizzrobe 8. 
  Wind Waker: Drifter 4/Warrior 4/Pirate of the 
  Great Sea 5. 
  Koume & Kotake 
  Female Gerudo Wizzrobe 17: CR 17; Medium 
  humanoid (Gerudo): HD 17d4+68; hp 112; Init 
  +1; Spd 30 ft.; Defense 19 (+1 Dex, +5 class, 
  +3 racial); Base Atk +8; Grp +6; Atk +9 ranged 
  (by spell); SQ sparse consumption; Focus dark; 
  SV Fort +9, Ref +9, Will +11; Str 7, Dex 13, Con 
  18, Int 13, Wis 13, Cha 18. 
  Skills and Feats: Concentration +14 (10), 
  Knowledge 
  (history) 
  +11 
  (10), 
  Knowledge 
  (Triforce) +11 (10), Ride (broom) +6 (5), Scry 
  +21 (20), Spellcraft +21 (20); Brew 
  Potion, 
  Combat 
  Casting, 
  Cycle 
  of 
  Courage, Cycle of Power, Cycle of 
  Wisdom, Desert Hunter, Fast of the 
  Sands, Fire Focus (Koume only), 
  Mounted Combat, Shadow Focus, 
  Spirit Focus, Water Focus (Kotake 
  only). 
  Special 
  Qualities: 
  Sparse 
  Consumption 
  (Ex): 
  Gerudo 
  can 
  survive on 1/4 the amount of the 
  food and water any other non-
  desert-dwelling race needs on a 
  daily basis. 
  MP (Koume): Fire 58, Forest 16, 
  Light 11, Shadow 46, Spirit 46, Water 
  16. 
  MP (Kotake): Fire 16, Forest 16, Light 
  11, Shadow 46, Spirit 46, Water 58. 
  
   
   
  188
  Possessions: Flying broomstick.  
  The Sorceress Sisters Twinrova, as Koume and 
  Kotake are also known, are very old (around 100 
  years) twin Gerudo sisters and the caretakers of 
  Ganondorf Dragmire. 
  Impa 
  Female Hylian Drifter 5/Warrior 4/Sheikah 
  6: CR 15; Medium Humanoid (Hylian); HD 5d6+5 
  plus 4d10+4 plus 6d6+6; hp 68; 
  Init +2 (Dex); Spd 30 ft.; 
  Defense 22 (+2 Dex, +8 
  class, +2 racial); Base Atk 
  +13; Grp +13; Atk +13 
  melee (by weapon); Full Atk 
  +13/+8/+3 
  melee 
  (by 
  weapon); SA sneak attack 
  +4d6, battle focus, opportune 
  strike; 
  SQ 
  low-light 
  vision, 
  drifter’s luck 1/day, uncanny 
  dodge (Dex bonus to Defense, 
  can’t be flanked, +1 vs. traps), 
  protect the royal line, royal bond 
  (Princess Zelda), Sheikah stealth, 
  evasion; Focus shadow; SV 
  Fort +11, Ref +14, Will +10; 
  Str 11, Dex 15, Con 12, Int 
  15, Wis 17, Cha 16. 
  Skills and Feats: Balance 
  +14 (10), Bluff +11 (8), 
  Climb +8, Disguise +13 (10), 
  Hide +12 (10), Jump +12 (10), 
  Knowledge (nobility & royalty) 
  +17 (15), Listen +18 (11), Move 
  Silently +12 (10), Ride +9 (7), 
  Sense Motive +13 (10), Spot 
  +17 (10), Tumble +14 (10), 
  Use Magic Device +11 (8); 
  Alertness, Dodge, Lightning 
  Reflexes, 
  Mobility, 
  Shadow 
  Aspect, Spring Attack. 
  MP: Shadow 6. 
  Possessions: 
  Shadow 
  Medallion. 
  Not much is known about the 
  Sheikah called Impa.  She was 
  the protector of Princess Zelda 
  before the Imprisoning War, a tall, 
  grey-skinned woman wearing the 
  symbols of the Sheikah.  She was 
  eventually discovered to be the Sage of Shadow, 
  befitting her mysterious nature. 
  It is possible, though not definitively proven, that 
  Impa is also the caretaker of Princess Zelda’s 
  descendant; Link rescued an old woman named 
  Impa from monsters when he arrived in a ruined 
  Hyrule.  
  Princess Ruto 
  Female Zora Noble 5: CR 5; Medium Humanoid 
  (Aquatic, Zora); HD 5d8+5; hp 30; Init +2 
  (Dex); Spd 30 ft., swim 50 ft.; Defense 16 (+2 
  Dex, +3 class, +1 racial); Base Atk +3; Grp +3; 
  Atk +3 melee (by weapon); SA acidic spittle; SQ 
  enhanced 
  low-light 
  vision, 
  limited 
  amphibiousness, natural diplomat +3, inspire +1, 
  synergy +2; Focus light; SV Fort +1, Ref +5, Will 
  +6; Str 10, Dex 14, Con 10, Int 16, Wis 14, Cha 
  14. 
  Skills and Feats: Bluff +10 (8), Diplomacy +13 
  (8), Gather Information +10 (8), Intimidate 
  +10 (8), Knowledge (history) +11 (8), 
  Knowledge (law) +11 (8), Knowledge 
  (nobility & royalty) +11 (8), Knowledge 
  (Triforce) +11 (8), Sense Motive +10 
  (8); Water Aspect, Water Focus. 
  MP: Water 2. 
  Possessions: Water Medallion. 
  When she was younger, Princess 
  Ruto was a spoiled brat, preferring 
  to shirk her royal duties and play 
  in Zora’s Fountain.  Even when 
  Jabu-Jabu swallowed her and a 
  young Hylian boy went in to rescue 
  her, Ruto insisted that he carry her 
  throughout the great fish’s interior.  
  She 
  treated 
  him 
  quite 
  rudely 
  throughout the trek. 
  Seven years later, Ruto had 
  matured emotionally, making 
  her suitable to take on her role 
  as Sage of Water. 
  Quill 
  Male 
  Rito 
  Drifter 
  4/Rito 
  Postman 3: CR 7; Medium 
  Humanoid (Rito); HD 4d6+8 plus 
  3d6+6; hp 47; Init +3 (Dex); Spd 
  30 ft., fly 50 ft. (poor); Defense 20 
  (+3 Dex, +5 class, +2 racial); 
  Base Atk +5; Grp +6; Atk +6 
  melee (by weapon); SA sneak 
  attack 
  +1d6; 
  SQ 
  flight, 
  improved 
  low-light 
  vision, 
  drifter’s luck, price fixing 1/day, uncanny 
  dodge (Dex bonus to Defense), marathon 
  flier +2, strong wings +4; Focus light; SV Fort 
  +5, Ref +10, Will +7; Str 
  13, Dex 17, Con 15, Int 
  16, Wis 15, Cha 13. 
  Skills and Feats: Balance +10 (7), Decipher 
  Script +10 (7), Diplomacy +8 (7), Gather 
  Information +8 (7), Jump +8 (7), Listen +11 (7), 
  Search +9 (7), Sense Motive +11 (7), Spot +11 
  (7), Survival +9 (7), Use Magic Device +8 (7); 
  Endurance, Iron Will. 
  MP: Latent 4. 
  Possessions: Delivery bag. 
  
   
   
  189
  Quill is the epitome of a Rito postman; most new 
  postmen aspire to his level of excellence, and 
  consider it an honor to associate with him.  Like 
  all Rito, Quill has a penchant for keeping his word 
  and being a little hotheaded at times. 
  Blind the Thief 
  Male Hylian Drifter 12: CR 12; Medium 
  Humanoid (Hylian); HD 12d6; hp 40; Init +3 
  (Dex); Spd 30 ft.; Defense 23 (+3 Dex, +8 class, 
  +2 racial); Base Atk +9; Grp +9; Atk +9 melee 
  (1d4/19-20, dagger); Full Atk +9/+4 melee 
  (1d4/19-20, dagger); SA sneak attack +3d6; SQ 
  low-light vision, drifter’s luck 3/day, price fixing, 
  uncanny dodge (Dex bonus to Defense, can’t be 
  flanked, +1 vs. traps), light sensitivity; Focus 
  dark; SV Fort +4, Ref +11, 
  Will +8; Str 11, Dex 16, Con 
  10, Int 12, Wis 10, Cha 12. 
  Skills and Feats: Appraise 
  +16 (15), Bluff +16 (15), 
  Disable 
  Device 
  +16 
  (15), 
  Disguise +16 (15), Intimidate 
  +16 (15), Listen +17 (15), 
  Move Silently +18 (15), Open 
  Lock +18 (15); Alertness, 
  Dodge, Iron Will, Mobility, 
  Weapon Focus (dagger). 
  MP: Latent 8. 
  Possessions: 
  Ill-gotten 
  booty. 
  A long time ago, Kakariko 
  lived in terror; the evil thief 
  Blind and his gang virtually 
  controlled the entire village.  
  When he heard the legends 
  of the Golden Power, Blind 
  wanted it, so he could wish 
  for his eyes to be normal, 
  instead of the highly sensitive 
  eyesight he currently had.  
  He found a portal into the 
  Golden Land in the woods 
  north of Kakariko, but when 
  he 
  stepped 
  through, 
  the 
  Golden Power reshaped his body 
  to reflect his heart, and Blind transformed into a 
  huge, hideous monster with flame-red skin and 
  bulging white eyes. 
  Blind immediately established himself as the 
  unofficial ruler of the Village of Outcasts, and had 
  the sprawling dungeon beneath renovated for his 
  own use. 
  King Darunia 
  Male Goron Noble 2/Warrior 13: CR 15; 
  Medium Humanoid (Goron); HD 2d8+8 plus 
  13d10+52 plus 3; hp 133; Init +0; Spd 15 ft.; 
  Defense 17 (+6 class, +1 racial); Base Atk +14; 
  Grp 
  +17; 
  Full 
  Atk 
  +21/+16/+11 
  melee 
  (1d8+7/x3, +4 warhammer); SA battle focus; 
  SQ darkvision 60 ft., DR 3/-, curl-and-roll, 
  stonecunning, natural diplomat +2, inspire +1; 
  Focus light; SV Fort +12, Ref +8, Will +10; Str 
  17, Dex 10, Con 19, Int 14, Wis 16, Cha 14. 
  Skills and Feats: Bluff +7 (5), Climb +14 (11), 
  Diplomacy +18 (10), Intimidate +14 (10), Jump 
  +13 
  (10), 
  Knowledge 
  (history) 
  +7 
  (5), 
  Knowledge (law) +7 (5), Knowledge (nobility & 
  royalty) +12 (10), Perform (dance) +7 (5.5), 
  Sense Motive +8 (5); Cleave, Endurance, Fire 
  Aspect, Fire’s Power Attack, Hide of Legends, 
  Hide of Mountains, Power Attack, Toughness, 
  Weapon 
  Focus 
  (warhammer), 
  Weapon 
  Specialization (warhammer). 
  MP: Fire 8. 
  Possessions: 
  +4 
  warhammer, 
  Fire 
  Medallion. 
  Darunia is the king of the Gorons 
  and the sworn brother of the king of 
  Hyrule.  His arms are far more massive 
  than 
  the 
  average 
  Goron’s, 
  making him look like he’s 
  balancing his bulky upper 
  body on a pair of toothpicks.  
  He also has large hair and 
  distinctive markings on his 
  face. 
  Darunia leads his people by 
  example; he is a brave and 
  honest warrior, and always 
  puts the good of his people 
  before his own.  When the 
  legendary 
  lava 
  dragon 
  Volvagia returned, Darunia 
  was the first to go into the 
  Fire 
  Temple 
  in 
  Death 
  Mountain to deal with him.  
  Although he did not defeat 
  Volvagia personally, he did 
  discover that he was the Sage 
  of Fire. 
  Rauru 
  Male Hylian Wizzrobe 
  20: 
  CR 
  20; 
  Medium 
  Humanoid (Hylian); HD 20d4; hp 60; Init +0; 
  Spd 30 ft.; Defense 12 (racial); Base Atk +10; 
  Grp +10; Atk +10 ranged (by spell); SQ low-
  light vision; Focus light; SV Fort +7, Ref +7, Will 
  +13; Str 10, Dex 10, Con 10, Int 18, Wis 20, 
  Cha 20. 
  Skills and Feats: Concentration +23, Diplomacy 
  +16 (11.5), Knowledge (arcana) +27 (23), 
  Knowledge (architecture & engineering) +27 
  (23), 
  Knowledge 
  (geography) 
  +27 
  (23), 
  Knowledge 
  (history) 
  +27 
  (23), 
  Knowledge 
  (nobility 
  & 
  royalty) 
  +27 
  (23), 
  Knowledge 
  (Triforce) +27 (23), Spellcraft +27 (23); Combat 
  Casting, Craft Rod, Craft Staff, Craft Wand, Craft 
  
   
   
  190
  Wondrous Item, Cycle of Courage, Cycle of 
  Power, Cycle of Wisdom, Fire Aspect, Forest 
  Aspect, Heighten Spell, Light Affinity, Light 
  Aspect, Light Focus, Maximize Spell, Meditation, 
  Shadow Aspect, Spirit Aspect, Water Aspect. 
  MP: Fire 30, Forest 58, Light 60, Shadow 50, 
  Spirit 58, Water 58. 
  Possessions: Light Medallion. 
  Many generations ago, the wise sage Rauru saw 
  the bloodshed of the wars that the Hyrulian races 
  waged upon each other for possession of the 
  Triforce.  With the other sages of his era, Rauru 
  commissioned the construction of the Temple of 
  Time to seal off the entrance to the Golden Land.  
  Using their magic, the sages created a layered 
  seal, requiring the Spiritual Stones and the 
  Ocarina of Time to open the gates to the Master 
  Sword, which held the seal and could not be 
  removed from its pedestal by anyone except 
  the Hero of Time. 
  When the evil Ganondorf wormed his way 
  into the Golden Land and stole the 
  Triforce, Rauru believed he had no choice 
  but to use the Hero of Time to defeat him.  
  Unfortunately, the Hero of Time was a 
  child, so he put him into an enchanted 
  slumber 
  for 
  seven 
  years, 
  and 
  he 
  awakened as a strong warrior to defeat 
  Ganondorf and save Hyrule. 
  Saria 
  Female Kokiri Performer 4; CR 4; 
  Small Humanoid (Kokiri); HD 4d6; hp 
  15; Init +2; Spd 20 ft.; Defense 17 
  (+1 size, +2 Dex, +2 racial, +2 
  class); Base Atk +3; Grp +3; Atk +3 
  melee (1d3 nonlethal, unarmed strike); 
  SQ ageless, low-light vision, +4 saves vs. 
  charm 
  and 
  sleep, 
  conscious 
  demeanor 1/day; Focus light; SV 
  Fort +1, Ref +4, Will +7; Str 10, Dex 
  15, Con 11, Int 15, Wis 16, Cha 20. 
  Skills and Feats: Concentration +7, Decipher 
  Script +9 (7), Hide +8 (2), Listen +8 (3), Move 
  Silently +8 (3), Perform (ocarina) +12 (7), Sense 
  Motive +10 (7), Spot +8 (3), Survival +8 (3); 
  Attunement 
  (faerie), 
  Forest 
  Aspect, 
  Forest 
  Empathy. 
  MP: Forest 5. 
  Possessions: Fairy Ocarina, Forest Medallion. 
  Saria was a favored child of the Kokiri people.  
  Everyone loved her, and she could play an 
  ocarina better than anyone had ever heard.  She 
  gave her Fairy Ocarina to her friend Link when he 
  left the Kokiri Forest, gave him her favorite 
  melody, and didn’t see him again for seven 
  years.  Monsters kidnapped Saria and imprisoned 
  her within the Forest Temple, but Link, now an 
  adult, went in and defeated them to free her and 
  awaken her as the Forest Sage. 
  Nabooru 
  Female Gerudo Drifter 10/Blademaster 3; 
  CR 
  13; 
  Medium 
  Humanoid 
  (Gerudo); 
  HD 
  10d6+20 plus 3d10+6; hp 91; Init +4 (Dex); 
  Spd 30 ft.; Defense 27 (+4 Dex, +3 racial, +10 
  class); Base Atk +10; Grp +12; Atk +12 melee 
  (1d6+2/18-20, scimitar); Full Atk +12/+7/+2 
  (1d6+2/18-20, 
  scimitar) 
  and 
  +12 
  melee 
  (1d6+2/18-20, scimitar); SA Sneak attack +3d6, 
  hidden strike +1, tumbling attack; SQ Sparse 
  consumption, drifter’s luck 2/day, price fixing, 
  improved uncanny dodge; Focus shadow; SV Fort 
  +8, Ref +13, Will +7; Str 14, Dex 19, Con 14, 
  Int 12, Wis 12, Cha 16. 
  Skills and Feats: Bluff +19 (16), Climb +15 
  (13), Disguise +16 (13), Hide +17 (13), 
  Intimidate +9 (6), Jump +17 (13), Move Silently 
  +17 (13), Tumble +17 (13); Dodge, Improved 
  Two-Weapon Fighting, Spirit Aspect, Two-
  Weapon 
  Fighting, 
  Weapon 
  Focus 
  (scimitar), Weapon Focus (spear). 
  MP: Spirit 5. 
  Possessions: Paired scimitars, Spirit 
  Medallion. 
  For a time, Nabooru was a lone Gerudo 
  thief, and she used the Spirit Temple in 
  the Desert of Mystery as her base of 
  operations.  While inside the Temple, 
  Nabooru encountered a small boy, 
  and asked him to help her get the Silver 
  Gauntlets, 
  so 
  she 
  could 
  steal 
  the 
  treasures of Ganondorf’s band.  While 
  the 
  boy 
  did 
  this 
  task, 
  two 
  of 
  Ganondorf’s henchmen, Koume and 
  Kotake, 
  attacked 
  Nabooru 
  and 
  captured her. 
  The sorceress sisters used mind control 
  magic on Nabooru, and she became 
  Ganondorf’s second-in-command, turning 
  as ruthless and despicable as he was.  
  When the Hero of Time entered the Spirit 
  Temple, they placed her inside a suit of 
  Ironknuckle armor, hoping that he would 
  kill her, but he managed to break the spells and 
  free Nabooru from her mental shackles.  The 
  sisters recaptured her, but the Hero defeated 
  them and awakened Nabooru as the Spirit Sage. 
  
   
   
  191
  Chapter 11 Through the Ages 
  The History of Hyrule and it's 
  Environs 
  To understand the history of Hyrule and all of the 
  environs that it entails, one must first understand 
  three prominent figures from its history.  Link, 
  the Hero of Time.  Ganondorf Dragmire, the Dark 
  Power. And Princess Zelda Hyrule.  Throughout 
  the ages no other triad have been as important 
  in the affairs of Hyrule as these.  But let us start 
  at the beginning. 
  The Time Before  
  The Time Before is a very rough label applied to 
  the period of time before the birth of the world.  
  One could argue that there was no time before 
  the birth of the world, but that is an entirely 
  different can of worms. 
  In the beginning there was chaos, light and dark 
  were one.  And then from beyond this chaos 
  came the three goddesses, Din, Nayru, and 
  Farore.  And to this chaos they gave form.  Din, 
  with her strong, flaming arms, gave shape to the 
  chaos, creating the good red earth, and instilled 
  it with fire to keep it ever warm.  Nayru gave 
  light and water to this world and created laws to 
  govern 
  the 
  entire 
  world. 
   
  Farore 
  created 
  creatures that would uphold these laws.  And 
  when they had established this world, as 
  inexplicably 
  as 
  they 
  appeared, 
  the 
  three 
  goddesses vanished, but not before establishing 
  their 
  most 
  everlasting, 
  and 
  I 
  daresay, 
  troublesome legacy.   
  It was at this time that the three goddesses, 
  their task complete gave of themselves each a 
  piece of their divine essences which became the 
  three golden triangles now called the Triforce.  
  Din gave of herself the Triangle of Power, whose 
  essence was of Chaos, Destruction, Illusion, and 
  Entropy.  Nayru gave of herself the Triangle of 
  Wisdom, whose essence was of Light, Order, 
  Truth, and Protection.  Farore gave of herself the 
  Triangle of Courage, whose essence was of Life, 
  Spirit, Dreams, and Healing.  And then they 
  departed to whence they came, leaving behind 
  the Triforce in the Golden Realm, whose door 
  was situated in the land of Hyrule.  None know 
  why they left the Triforce behind as they did, but 
  it is surmised that they wished to leave behind 
  something their creations could turn to in times 
  of need.  Some would argue that it has caused 
  more trouble than it's worth. 
  As to the beginnings of the races of the world, 
  little is known.  It is said, however, that the 
  Hylians are the chosen race of the Goddesses 
  (this is a belief spread by the Hylians).  
  The First Era 
  The beginning of recorded history is called the 
  First Era (rather bland, yes?).  The beginning of 
  this era is wreathed in the mists of time.  
  During this era the area known as Hyrule Field, a 
  massive plain, was fought over by the early 
  Hylian clans, until a clear victor came out on top, 
  none other than the Hyrule Clan, progenitors of 
  the Hyrule royal family.  The Gerudo appeared in 
  the desert wastes, the Zora in the waters of 
  Hyrule, and the Gorons emerged from the earth.  
  Of the other less scrutable races, little is known 
  in the early years of the first era.  The first Sages 
  appeared, rumored to be the first (though hardly 
  the most powerful or most talented) wielders of 
  magic. 
  Several centuries passed, perhaps millennia, 
  before a modicum of civilization was established.  
  The world began to resemble what it does in 
  modern times.  The land was ruled by the Hylians 
  who had long before made treaties with the other 
  races, who just wanted to be left alone for the 
  most part.  None can say what started the 
  legendary War of Power, for its origins are lost to 
  us now, but at some point during this age a 
  terrible war gripped the land and all its peoples. 
  In this ancient conflict many terrible deeds were 
  committed, and many great ones.  It was also 
  during this war that the Sages of Earth and of 
  Wind were bid to enchant a blade which could 
  end the terrible war.  A blade with the power to 
  destroy evil.  In this time the Master Sword was 
  created by the Sages.  As fate would have it, the 
  war was ended before the blade was ever used.  
  But the war had many repercussions, some most 
  significant. 
  During the terrible war, an unknown Hylian 
  woman fled into Deku Forest and was taken in by 
  the Kokiri, a child-like race.  There in the forest, 
  the woman gave birth to a baby boy, a boy who 
  would grow into the single-most important figure 
  in Hyrulian history.  The woman died during 
  child-birth, and her body was given back to the 
  earth.  The child was raised amongst the Kokiri, 
  as one of them, not learning the truth of his 
  nature for nine long years.  That child's name 
  was Link (referred to as Link I, or the Hero of 
  Time by historians). 
  Sometime during Link's ninth year he was 
  summoned by the spirit of the earth, the Great 
  Deku Tree, and along with the help of the fairy 
  Navi, he went deep within the trunk of the 
  ancient tree to do battle with a nightmare that 
  had infested the tree.  Link returned victorious 
  and was given to know that he must obtain the 
  three spiritual stones of the goddesses so as to 
  save the land.  His exploits in obtaining the 
  
   
   
  192
  jewels are now legend.  During his quest to find 
  the jewels he met, for the first time, both the 
  Princess Zelda and Ganondorf Dragmire.  A fated 
  meeting. 
  Once he found the jewels he set off to Hyrule 
  Castle Town to open the Door of Time and claim 
  the power within so as to defeat the darkness 
  encroaching upon the land.  Link arrived to find 
  that a coup de grace had taken place, and the 
  town was in chaos.  Ganondorf had attacked the 
  castle.  As Link wandered towards the castle, 
  Zelda raced by on her horse, closely followed by 
  Ganondorf, tossing to Link the Ocarina of Time.  
  With this final key Link could save Hyrule, or so 
  he thought. 
  Arriving in the Temple of Time, Link opened the 
  Door of Time and passed within to find a 
  chamber with steps leading up to a pedestal in 
  which was thrust a beautiful sword with a blue 
  hilt.  The Master Sword, no less.  As Link stepped 
  forward to seize the sword he realized too late 
  that he was not alone.  Ganondorf had followed 
  him!  What happened next is debated, but it 
  seems that Ganondorf attempted to seize the 
  Triforce then, for that was what the power 
  beyond the Door of Time had been.  When he did 
  so, the lust in his heart, the overwhelming 
  ambition, caused a reaction to take place in the 
  Triforce, causing it to split into three pieces.  
  Ganon retained the Triforce of Power, but the 
  Triforce of Wisdom and of Courage were naught 
  to be found. 
  Link disappeared mysteriously and Ganondorf, 
  with the help of the Triforce of Power, conquered 
  the land.  The battles fought over the next seven 
  years are hardly worthy of note, such was their 
  length and effectiveness against Ganondorf.  
  Sometime into the seventh year of Ganondorf's 
  reign, a young man wearing green and bearing a 
  wondrous sword appeared on the scene.  Link, 
  returned from stasis of a sort, and ready to fulfill 
  his destiny as Hero of Time.  But first he had to 
  do some house cleaning. 
  Link had been held in stasis by Rauros, Sage of 
  Light, so that he could grow and mature enough 
  to prove a challenge to Ganondorf's power.  
  When he awoke he was given to know that he 
  must travel to the various temples of the Sages 
  and collect from them their medallions.  Only 
  then could he confront Ganondorf and have a 
  chance of winning.  His quest for the medallions 
  took him to every corner of Hyrule, to places 
  high and to places deep.  In the Lost Woods he 
  awakened the Sage of Forest, Saria, and won the 
  Forest Medallion.  In Mount Death he fought the 
  dragon Volvagia and took the Fire Medallion.  In 
  the depths of Lake Hylia he found the Water 
  Medallion.  In the fetid crypts below the cemetery 
  of Kakariko Village, he wrestled with the shadows 
  and won the Shadow medallion. And finally, in 
  the windswept desserts that were the domain of 
  the Gerudo, he fought the witch Twinrova and 
  received the Spirit Medallion.  In all of these 
  tasks, items of great power gravitated to him, to 
  help him on his journey.  It is said that before 
  the Hero of Time fought Ganon, he could lift four 
  horses and carry them all on his back.  That he 
  could walk on the air itself, and breathe under 
  water. Many other things are said of him, but this 
  historian is a bit skeptical. 
  Link was finally ready to confront Ganondorf, and 
  set off to the Temple of Time to make 
  preparations.  There he found the mysterious 
  Sheik, who had helped him many times on his 
  journey.  Sheik revealed himself to be none other 
  than the Princess Zelda, and gifted Link with the 
  ability to empower his arrows with Light.  As the 
  two old friends were making preparations to 
  attack Ganondorf's fortress Zelda was suddenly 
  trapped inside a bubble of crystal.  Ganondorf 
  had taken the initiative!  Calling out an 
  ultimatum to Link, he spirited Zelda away.  Link 
  was now alone in his quest.  Link, undaunted, set 
  off 
  to 
  defeat 
  the 
  monstrosity 
  known 
  as 
  Ganondorf. 
  None know what trials the Hero of Time faced in 
  Ganondorf's dread domain, but we do know that 
  Link fought a titanic battle against Ganondorf.  
  Deflecting Ganondorf's vile magics with his blade, 
  he struck the man countless times with both 
  blade and arrow before the tyrant fell.  But it was 
  not enough.  After escaping from the crumbling 
  tower, he and Zelda found themselves trapped 
  within a ring of fire, as a dark shape pulled itself 
  from the ruins of the tower.  Ganondorf had used 
  the power of the Triforce of Power to elude death 
  and 
  transform 
  himself 
  into 
  a 
  creature 
  of 
  nightmares.  The Master Sword was struck from 
  his hands, and he was forced to rely upon his 
  other weapons, the Megaton Hammer and 
  Biggoron Sword, to fight the Tyrant.  After 
  dealing the ferocious beast many blows, Ganon 
  staggered, his concentration wavering, allowing 
  Link to seize the Master Sword once more.  
  Armed with the Master Sword and the Light 
  arrows he fought the beast to a stand still, and 
  finally, when Ganon was at his weakest, he called 
  upon the power of all the sages and struck a 
  mighty blow, killing Ganondorf's physical body 
  and sealing his spirit away in the Golden Realm. 
  Thus ended the period of history known as the 
  First Era.  Ganondorf was sealed away inside the 
  Golden Realm, and peace reigned for many 
  centuries thereafter.  The Hero of Time left 
  Hyrule on some other grand adventure, to places 
  far afield.  It is said that before doing so be split 
  the Triforce of Courage into 8 pieces and 
  secreted it about the land of Hyrule, so that it 
  could be found in times of need. 
  
   
   
  193
  The Second Era 
  For many generations evil slept, none know how 
  long exactly.  But at some point after the end of 
  the First Era there was a great upheaval as the 
  forces of Ganon began to once again trickle into 
  the world.  It was subtle at first, but it soon grew 
  to be a serious problem.  The Hyrule army 
  thought itself clever when it had apparently 
  carried the field, but it wasn't laughing when 
  Ganondorf arrived on the scene.  Awake once 
  more after many long years, Ganon had picked 
  up several new skills, and was twice as nasty as 
  before.  In a coup that would make any mad man 
  proud, he took control of Hyrule and locked the 
  current ruler, coincidentally the Princess Zelda, 
  away. All hope seemed lost until a boy wearing 
  green arrived on the scene, seemingly out of the 
  mists of legend. 
  This boy, generally known as Link II by 
  historians, is a curious figure.  He came from the 
  lands beyond Hyrule but was most definitely born 
  of Hylian blood.  None know exactly where he 
  came from or why he came, but his purpose was 
  apparent.  He was there to defeat Ganondorf.  
  The records of this time are incomplete, so we 
  don't know how he came to know of the Triforce 
  and its power, nor of how he came to know that 
  it had been split into eight pieces.  Over the 
  course of several adventures Link reconstructed 
  the legendary Triforce, and wielding the Master 
  Sword of legend he fought with and defeated 
  Ganondorf, sealing him away once more, and in 
  the process freeing the Princess Zelda. 
  Just as mysteriously as he had come, he 
  disappeared once more.  All seemed well, 
  Ganondorf was sealed away, and the land was at 
  peace, until an entity known as the Thunderbird 
  arrived on the scene.  After kidnapping the 
  Princess Zelda and spiriting her away, he locked 
  her within an elaborate dungeon which required 
  six crystals to open.  These crystals were placed 
  in the safe keeping of various former minions of 
  Ganondorf 
  at 
  six 
  different 
  palaces. 
   
  The 
  Thunderbird seemed to be baiting someone, or 
  something.  That someone, we now know, was 
  Link II. 
  The fish took the bait and Link arrived on the 
  scene once more and set out to free the Princess 
  Zelda from the clutches of the Thunderbird.  
  Assessing the situation in that daringly reckless 
  way that has ever been a trademark of the Links, 
  he saw that he must go to each of the six palaces 
  and get the crystal from each in order to unlock 
  the Princess's prison. 
  The Thunderbird is a mysterious figure.  It had 
  no ties to Ganondorf that we know of but its 
  powers were immense.  We know that the Link 
  that sealed Ganondorf away in this era was the 
  same Link who fought the Thunderbird however.  
  Link went to each of the six palaces and fought 
  their guardians, obtaining the six crystals in the 
  process.  Finally he confronted the Thunderbird, 
  and after a titanic battle he vanquished his for, 
  only to be confronted by another.  Link was faced 
  with the evil in his heart, manifest as a being 
  known as Shadow Link.  In order to purge 
  himself, and all of his selves to come, of evil he 
  had to kill Shadow Link. 
  The two fought, Master Sword versus Shadow 
  Sword in a battle that is said to have lasted for 
  hours.  It is said that the ringing of their blades 
  could be heard for miles around and that the 
  ground quaked with their titanic struggle.  Good 
  had to prevail or else Hyrule was surely lost.  
  Finally, Link summoned up his strength, and all 
  of the beliefs he held dear and struck at Shadow 
  Link.  His blade tasted flesh, and Shadow Link 
  was vanquished, along with all of the evil in his 
  heart. 
  Link, weary but undaunted, went on to free the 
  Princess Zelda from her sleep, and then, as 
  inexplicably as he first arrived, he faded once 
  more into the mists of time. As to Link II's 
  origins, we know little even now.  Some think he 
  was a descendant of the Hero of Time, others 
  think that he was the Hero of Time himself, and 
  still others think that he was just another of the 
  incarnations of Link.  This historian will let you 
  decide. 
  And thus ended the Second Era, in which Link 
  arrived to save the day once again, you'll notice 
  a pattern forming. 
  The Third Era 
  This age was one of great darkness and great 
  triumph.  Starting some time after Link II 
  defeated the Thunderbird, and lasting several 
  centuries, this age is one of the most eventful. 
  In what was once the Golden Realm, Ganondorf 
  stirred, his power once more reaching forth from 
  his dark domain to touch Hyrule.  His influence 
  made itself known in a wizard named Agahnim, 
  who would change the course of history. 
  Not much is known about the origins of Agahnim, 
  some say he was just a puppet for Ganondorf, a 
  created thing.  Records show that a student 
  named Agahnim was briefly enrolled in the 
  college of Sulan, formerly of Kakariko village.  
  But his origins are unimportant in the face of his 
  deeds. 
  Showing himself to be a man of considerable 
  magical power, he managed to cure an illness 
  plaguing the current king of Hyrule, Cylious 
  Hyrule IV, and was elevated to the position of a 
  trusted advisor.  Once in this position of power, 
  he manipulated the King to his own ends before 
  finally murdering him and taking control of the 
  kingdom himself.  He imprisoned the Princess 
  Zelda (Zelda III to historians) and made plans to 
  bore a hole in the seal imprisoning Ganondorf.  
  Using her telepathic gifts, she sent out a cry for a 
  hero to come and rescue her. 
  
   
   
  194
  Deep in the woods a young boy named Link 
  heard that call and awoke to find that his uncle 
  had also heard it.  Link's Uncle, after girding 
  himself for battle, set off to find the source of the 
  plea for help.  Link, after being told not to follow, 
  did so anyway in typical reckless Link fashion.  
  Evading the guards, he slipped through the back 
  entrance into the dungeons to find that his Uncle 
  had already been found out, beaten near to 
  death, and imprisoned.  Such was the guard's 
  contempt for him that they let him keep his 
  sword and shield.  Asking Link to please free the 
  Princess, he gave him his sword and shield and 
  passed into the next life. 
  Link, being just a lad, would have been wise to 
  use stealth in his rescue attempt.  Link has never 
  been known for his wisdom.  Storming the castle, 
  the lad displayed incredible skill with a sword 
  even at this early stage of his adventures.  He 
  slew anyone who stood in his way, though he 
  himself was wounded many times.  Luckily the 
  Royal Guard kept plenty of healing charms about. 
  Making his way down to the dungeon, he found 
  Princess Zelda locked in a cell.  After defeating 
  the final guard, he opened her door.  The two 
  fugitives slipped down a secret passage, into the 
  catacombs beneath the castle, and made their 
  way to an abandoned temple near Kakariko 
  village.  Once there he was told by a wise man 
  that his only chance of defeating Agahnim and 
  restoring order to the land was by finding the 
  Master Sword. 
  The Master Sword had been placed deep within 
  the Lost Woods millennia ago, presumably by 
  Link II.  An enchantment was placed on the blade 
  so that none could draw it unless they possessed 
  the three talismans of the goddesses.  Link set 
  off to recover the Talismans and the Master 
  Sword.  His adventures in pursuit of the 
  Talismans are better known than the adventures 
  Link I underwent to find the Spiritual Stones, but 
  they are very similar.  In time, Link III succeeded 
  just as he had.  He entered the Lost Woods and 
  left with the Master Sword in hand. 
  When he went to confront Agahnim, he found 
  that the Princess Zelda had been kidnapped once 
  more, and cast into the Dark Realm, once the 
  Golden Realm.  He fought the wizard and 
  defeated him only to find that Agahnim was but a 
  puppet 
  of 
  a 
  much 
  more 
  powerful 
  being, 
  Ganondorf.  Steeling himself, he set off to find a 
  way into the Dark Realm. 
  In his search for a portal into the Dark Realm he 
  learned that only the Seven Sages of legend 
  could seal Ganondorf away again, but that they 
  had been drawn into the Dark Realm.  He 
  resolved that he must save the sages to put an 
  end to Ganondorf.  After finding a portal into the 
  Dark Realm he entered....and was transformed. 
  The magic of the Dark Realm twisted his body, so 
  that it resembled what was in his heart.  Link 
  became a rabbit.  
  Realizing that he couldn't possibly win against 
  Ganondorf in his current state he resolved to find 
  a way to change back to his normal form.  He 
  found it in an item called the Moon Mirror.  
  Returned to his normal state, he set off to find 
  the sages.  The dangers he faced were legion, 
  and the stakes were high, but Link was no slouch 
  when it came to adventure.  He fought the good 
  fight and liberated the sages.  Then, after 
  retrieving the Silver Arrows, he set off to the 
  Dark Pyramid to fight the monster known as 
  Ganondorf. 
  Ganondorf had changed much in the centuries 
  that had passed since his last imprisonment, but 
  he still held a burning desire to confront the Hero 
  of Time once more.  Each Link had undergone 
  many challenges, tempering their bodies, minds, 
  and spirits.  Some think that this tempering was 
  a scheme by the powers that be to set Ganondorf 
  up for his eventual fall.  In any case, by the time 
  Link III was born, the third reincarnation of the 
  original Hero of Time, the soul that all three 
  heroes had shared was tempered into a thing of 
  near perfection...as far as the Triforce was 
  concerned. 
  Link stormed the Dark Pyramid and therein he 
  confronted Ganondorf.  The battle the two fought 
  is sung by Performers all over the world.  Link, 
  dodging Ganon's trident, struck the monstrosity 
  that Ganon had become with silver arrows, 
  stunning him, and allowing him to go in with the 
  Master Sword (called the Sword of Evil's Bane for 
  good reason).  Ganondorf, though powerful, had 
  underestimated 
  the 
  boy, 
  just 
  as 
  he 
  had 
  underestimated the Links that had come before 
  him, and now he was in serious trouble.  
  Mustering his strength, he struck out with magic, 
  hoping to destroy the boy in one fell swoop, but 
  to no avail.  Link came in hard and fast with the 
  Master Sword, and struck with all of his might.  
  Ganondorf was dead.  After millennia uncounted, 
  the Tyrant was truly gone. 
  It is not known how or why or when the Triforce 
  was made whole again, nor how it came to be 
  sealed in the Dark Realm with Ganondorf, but 
  Link now had the power of the gods at his 
  command.  When he took hold of the Triforce, it 
  did not split as it had done when Ganon had done 
  the same so many millennia before.  Link had 
  been forged over the course of his lives, into a 
  near perfect wielder of the Triforce.  With the 
  power of the Triforce link undid everything that 
  Ganon's evil had done.  He restored life to those 
  killed unjustly, he destroyed the minions of the 
  Evil One, and he did many things.  But in the 
  end, he set the Triforce aside, in its place in the 
  Golden Realm, understanding that if he were to 
  take it for himself that he would become a new 
  
   
   
  195
  Ganondorf.  And so he left the Golden Realm, 
  sealing the door behind him. 
  
   
   
  196
  Chapter 12 Dangers and Daring  
  Many unique and fantastic creatures call Hyrule 
  home.  This bestiary is a small attempt to codify 
  the many creatures that one may encounter 
  while adventuring in the hills and dungeons of 
  Hyrule.  Note that in addition to the normal 
  statistics, some monsters have an Attunement 
  listing.  This indicates the monster can be 
  attuned as per the Attunement feat. 
  Armos 
  Medium Construct 
  Hit Dice: 4d10+20 (39 hp) 
  Initiative: +0 
  Speed: 30 ft. 
  Defense: 20 (+10 natural), touch 10, flat-footed 
  20 
  Base Attack/Grapple: +3/+8 
  Attack: Slam +8 melee (2d4+7) 
  Full Attack: Slam +8 melee (2d4+7) 
  Face/Reach: 5 ft. /5 ft. 
  Special 
  Qualities: 
  Construct, 
  magic immunity 
  Saves: Fort +1, Ref +1, Will +1 
  Abilities: Str 20, Dex 10, Con —, 
  Int —, Wis 10, Cha 1 
   
  Environment: Any land and 
  underground 
  Organization: Solitary or gang 
  (2-4) 
  Challenge Rating: 2 
  Treasure: None 
  Focus: — 
  Advancement: 
  5-8 
  HD 
  (Medium); 9-12 HD (Large) 
  Armos 
  are 
  the 
  most 
  common 
  magical guardians; ever since the 
  decline of the mighty ironknuckle, 
  the security-conscious has only the armos as a 
  readily 
  available 
  security 
  measure. 
   
  Many 
  Hyrulian dungeons hold dormant armos statues. 
  An armos is 6 feet tall and weighs around 1,000 
  pounds.  Its body is of roughly chiseled stone, 
  with an exaggerated face and a sword and shield.  
  Armos are animated stone statues created as 
  guardians for important treasures or locations. 
  Combat 
  Armos remain absolutely still until something 
  gets near, at which time they shake to life and 
  attack by slamming into their targets. 
  Construct: Immune to mind-influencing effects, 
  poison, disease, and similar effects.  Not subject 
  to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Magic Immunity (Ex): An armos is immune to 
  all spells, spell-like abilities, and supernatural 
  effects, except as follows: a transmute rock to 
  mud spell slows it (as the slow spell) for 2d6 
  rounds, with no saving throw, while transmute 
  mud to rock heals all of its lost hit points.  A 
  stone to flesh spell does not actually change the 
  armos’ structure but makes it vulnerable to any 
  normal attack for the following round (this does 
  not include spells, except those that cause 
  damage). 
  Construction 
  An armos’ body is chiseled from a single block of 
  hard stone, such as granite, weighing at least 
  3,000 pounds.  The stone must be of exceptional 
  quality, and costs 5,000 rp.  Assembling the body 
  requires a DC 17 Craft (masonry) or DC 17 Craft 
  (sculpting) check. 
  CL 12th; Craft Construct, geas/quest, polymorph 
  any object, caster must be at least 12th level; 
  Price 50,000 rp; Cost 25,000 rp + 1,000 XP. 
  Beamos 
  Medium Construct 
  Hit Dice: 1d10+20 (30 hp) 
  Initiative: +0 
  Speed: 0 ft. 
  Defense: 20 (+10 natural), touch 10 
  Base Attack/Grapple: +0/— 
  Attack: Laser +0 ranged touch (1d8) 
  Full Attack: Laser +0 ranged touch 
  (1d8) 
  Face/Reach: 5 ft. /— 
  Special Qualities: Construct, 
  magic immunity 
  Saves: Fort +0, Ref +0, Will –5 
  Abilities: Str —, Dex —, Con —, 
  Int —, Wis 1, Cha 1 
   
  Environment: Any underground 
  Organization: Solitary 
  Challenge Rating: 1 
  Treasure: None 
  Focus: — 
  Advancement: — 
  When some dungeon crafters commission armos 
  statues, they also commission beamos statues.  
  A beamos is a stone statue some seven feet tall, 
  with a spherical head that slowly rotates.  
  Attached to the head is a large eye that fires a 
  red laser beam at anything that comes within 
  range. 
  Combat 
  A beamos fires at anything that comes within 15 
  feet.  If a large explosion goes off in close 
  proximity, the beamos will fall apart; they are 
  not constructed solidly. 
  Magic Immunity (Ex): A beamos is immune to 
  all spells, spell-like abilities, and supernatural 
  effects. 
  
   
   
  197
  Bubble 
  Medium Undead 
  Hit Dice: 1d12 (8 hp) 
  Initiative: +4 (Dex) 
  Speed: 30 ft. 
  Defense: 14 (Dex), touch 14, 
  flat-footed 10 
  Base Attack/Grapple: +0/— 
  Attack: Slam +1 melee (1d6) 
  Full Attack: Slam +1 melee (1d6) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Jinx 
  Special Qualities: Undead 
  Saves: Fort +0, Ref +4, Will +2 
  Abilities: Str 10, Dex 18, Con —, Int —, Wis 10, 
  Cha 1 
   
  Environment: Any underground 
  Organization: 1-4 
  Challenge Rating: 2 
  Treasure: None 
  Focus: Always dark 
  Advancement: — 
  Bubbles are the spirits of those who died violent 
  deaths.  They haunt the places where they died, 
  blindly lashing out at anyone that gets near.  
  Their ability to jinx those they strike has made 
  them feared creatures, and adventurers are wary 
  to stay away from them. 
  Bubbles understand, but do not speak the 
  languages they knew in life. 
  Combat 
  Unsubtle opponents, bubbles lash out at anything 
  that gets too close.  Tortured by their inner 
  turmoil, bubbles seek to show anyone and 
  everyone their pain by sharing it with them. 
  Jinx (Su): Anyone hit by a bubble's slam attack 
  must make a Fortitude save (DC 12) or be 
  unable to use any weapons for 1d6 rounds. 
  Deku  
  Small Plant 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +0 
  Speed: 20 ft. 
  Defense: 13 (+1 size, +2 natural), touch 11, 
  flat-footed 12 
  Attack: Seed shot +1 ranged (1d3 subdual) 
  Full Attack: Seed shot +1 ranged 
  (1d3 subdual) 
  Face/Reach: 2.5 ft. /— 
  Special Qualities: Deku traits 
  Saves: Fort +3, Ref +0, Will -1 
  Abilities: Str 11, Dex 11, Con 13, 
  Int 10, Wis 8, Cha 10 
  Skills: Hide +4, Spot +1 
   
  Environment: Warm forest 
  Organization: Solitary or trio 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Always shadow 
  Advancement: 2-4 HD (Tiny) 
  Level Adjustment: +0 
  Deku scrubs are tiny sentient 
  plants that live in most forests.  
  A deku scrub is about a foot and a 
  half tall and weighs about 20 
  pounds. 
   
  It 
  has 
  two 
  foot-like 
  appendages, a pair of primitive eyes, 
  and a “mouth” that it uses to absorb 
  water and nutrients.  Broad leaves cover 
  it and provide natural camouflage. 
  Deku scrubs speak Sylvan. 
  Combat 
  Deku scrubs are more likely to hide than fight, 
  but they are notorious for pelting intruders with 
  deku nuts that they propel from their “mouths.” 
  Deku Society 
  Dekus organize themselves into small clans, 
  ruled by a monarchy.  They prefer to keep 
  themselves isolated from the rest of the world. 
  Deku Baba 
  Medium Plant 
  Hit Dice: 1d8 (6 hp) 
  Initiative: +0 
  Speed: 0 ft. 
  Defense: 9 (-1 Dex), touch 9, flat-footed 9 
  Attack: Bite +1 melee (1d6+1) 
  Full Attack: Bite +1 melee (1d6+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Plant, tremorsense 
  Saves: Fort +2, Ref -1, Will +0 
  Abilities: Str 13, Dex 8, Con 10, Int 1, Wis 10, 
  Cha 1 
   
  Environment: Warm forest and marsh 
  Organization: Solitary 
  Challenge Rating: ½ 
  Treasure: None 
  Focus: — 
  Advancement: 2-4 HD (Medium); 5-6 HD 
  (Large) 
  Deku babas are carnivorous plants that can snap 
  anything within range with powerful jaw-like 
  leaves.  They can grow up to six feet in height, 
  thanks to their strong, yet flexible stalks.  The 
  well-known deku sticks are sometimes made 
  from the stalks of deku babas. 
  Deku babas can be found in marshy areas, 
  and are sometimes planted to protect 
  sensitive 
  areas; 
  they 
  are 
  sometimes 
  considered to be the living counterpart of 
  armos statues, though no security-
  conscious wizzrobe would use mere 
  deku babas for that purpose. 
  Combat 
  Deku babas can sense approaching 
  creatures, and if it is hungry, it will 
  try to attack and consume it.  Deku 
  
   
   
  198
  babas that have already eaten can 
  be 
  identified by the swarms of carrion 
  flies that eat whatever the deku baba 
  couldn’t. 
  Tremorsense (Ex): Deku babas can 
  automatically sense the location of 
  anything within 10 feet that is in 
  contact with the ground. 
  Faerie 
  Diminutive Fey 
  Hit Dice: 1d6 (3 hp) 
  Initiative: +4 (Dex) 
  Speed: 5 ft., fly 30 ft. (perfect) 
  Defense: 18 (+4 size, +4 Dex), touch 14, 
  flat-footed 14 
  Base Attack/Grapple: +0/+0 
  Attack: None 
  Full Attack: None 
  Face/Reach: 1 ft. /0 
  Special Attacks: None 
  Special Qualities: Fey qualities, faerie dust, 
  attunement 
  Saves: Fort +0, Ref +6, Will +6 
  Abilities: Str 10, Dex 18, Con 10, Int 16, Wis 
  18, Cha 20 
  Skills: Bluff +9, Concentration +4, Decipher 
  Script +7, Diplomacy +9, Heal +8, Hide +20, 
  Knowledge (any three) +7 
  Feats: Dodge 
   
  Environment: Any 
  Organization: Solitary or pond (10) 
  Challenge Rating: ¼ 
  Treasure: None 
  Focus: Always light 
  Advancement: — 
  Level Adjustment: +4 
  Faeries in Hyrule are tiny creatures that resemble 
  tiny humanoids, glowing brightly and flying with 
  gossamer wings.  They are renowned for their 
  healing properties, and thus those eager to make 
  a few rupees search for the skittish creatures 
  across the land, capturing what faeries they can 
  in bottles. 
  Some faeries actually approach people and agree 
  to serve them; this most often happens with 
  Kokiri wilderfolk, as they are attuned to the land 
  and have a rapport with the faeries. 
  Combat 
  Faeries do not fight; they are too small for most 
  creatures to accurately strike, and intelligent 
  creatures know that faeries pose no threat.  After 
  sprinkling their healing dust, faeries 
  immediately fly away to avoid capture (or 
  recapture). 
  Faerie Dust (Su): A sprinkling of faerie 
  dust acts as a cure serious wounds spell 
  cast by a 5th level wizzrobe.  The dust 
  cannot be harvested, and loses its 
  potency shortly after the sprinkling.  A 
  faerie can produce one sprinkling worth of dust 
  per day. 
  Attunement: 
  +1 
  competence 
  bonus 
  to 
  attack 
  rolls, 
  +2 
  enhancement bonus to Ref saves. 
  Faeries as Characters 
  +2 
  Dexterity, 
  +2 
  Wisdom, 
  +4 
  Charisma, -4 Strength. 
  A faerie’s base speed is 5 feet, with a fly 
  speed of 30 feet (perfect). 
  Low-light vision. 
  Proficient with all simple weapons. 
  Automatic 
  Languages: 
  Common 
  and Hylian. 
  Bonus Languages: Any. 
  Favored Class: Wizzrobe. 
  Favored aspect: Light. 
  Opposed Aspect: Shadow. 
  Level Adjustment: +3 
  Gel 
  Diminutive Ooze 
  Hit Dice: 1d10 (7 hp) 
  Initiative: +2 (Dex) 
  Speed: 20 ft. 
  Defense: 16 (+4 size, +2 Dex), touch 16, flat-
  footed 14 
  Attack: Slam +3 melee (1d2-1) 
  Full Attack: Slam +3 melee (1d2-1) 
  Face/Reach: 2.5 ft. /— 
  Special Qualities: Blindsight, ooze, 
  Saves: Fort +0, Ref +2, Will –5 
  Abilities: Str 8, Dex 14, Con 10, Int —, Wis 1, 
  Cha 1 
   
  Environment: Warm underground 
  Organization: Pair 
  Challenge Rating: ¼ 
  Treasure: None 
  Focus: — 
  Advancement: — 
  Hyrulian oozes are incredibly simple life forms, 
  simple enough that when one is cut into pieces, 
  the pieces can act independently.  When a zol is 
  cut in half, the two small pieces are commonly 
  referred to as “gels.” 
  Gels are tiny blobs of protoplasm in a roughly 
  spherical shape, with two discolored patches that 
  hint at eyes, but are probably not real organs. 
  Combat 
  Gels have extremely simple instincts: if it moves, 
  eat it; if it’s bright, get away.  They go right for 
  anything that they sense is alive and try to 
  envelop it.  Size is irrelevant to them; a 
  gel is just as likely to attack a like-like as 
  it is to attack a rat. 
  Geldman 
  Medium Elemental (Earth) 
  Hit Dice: 4d8+12 (30 hp) 
  Initiative: +0 
  
   
   
  199
  Speed: 20 ft. 
  Defense: 19 (+9 natural), touch 10, flat-footed 
  19 
  Attack: Slam +8 melee (1d8+7) 
  Full Attack: 2 slams +8 melee (1d8+7) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Earth mastery 
  Special 
  Qualities: 
  Elemental, 
  tremorsense, 
  attunement 
  Saves: Fort +4, Ref +1, Will +1 
  Abilities: Str 21, Dex 11, Con 17, Int 8, Wis 11, 
  Cha 11 
  Skills: Hide +2*, Listen +3, Spot +3 
  Feats: Alertness, Power Attack 
   
  Environment: Any desert 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: None 
  Focus: — 
  Advancement: 5-7 HD (Medium) 
  The geldmen live beneath the shifting desert 
  sands, feeling the vibrations in the ground as 
  other creatures walk above their heads.  Desert 
  travelers must stay alert, lest a lone 
  geldman wipe out an adventuring 
  party. 
  Geldmen 
  are 
  creatures 
  made 
  entirely of sand, resembling the 
  upper bodies of gigantic men.  
  They have only been seen in the 
  Desert of Mystery, and some 
  sages 
  believe 
  that 
  they 
  are 
  ancient guardians of the Desert 
  Palace. 
  Combat 
  Geldmen hide in the sand, listening for the 
  approach of intruders, and then jump out of the 
  sand and swim toward it.  Whether it is for food 
  or territory is unknown. 
  Tremorsense (Ex): Geldmen can automatically 
  sense the location of anything within 60 feet that 
  is in contact with the ground. 
  Skills: *Geldmen receive a +8 racial bonus to 
  Hide checks in sandy deserts. 
  Attunement: +2 enhancement bonus to Fort 
  saves, +2 competence bonus to Survival checks. 
  Gerudo 
  Medium Humanoid (Gerudo) 
  Hit Dice: 1d6 (6 hp) 
  Initiative: +1 (Dex) 
  Speed: 30 ft. 
  Defense: 15 (+1 Dex, +3 racial, +1 class), 
  touch 15, flat-footed 14 
  Attack: Scimitar +0 melee (1d6) 
  Full Attack: Scimitar +0 melee (1d6) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Sneak attack +1d6 
  Special Qualities: Gerudo traits, drifter’s luck 
  1/day 
  Saves: Fort +0, Ref +3, Will +0 
  Abilities: Str 10, Dex 13, Con 10, Int 11, Wis 8, 
  Cha 11 
  Skills: Bluff +4, Hide +5, Jump +7, Sleight of 
  Hand +5, Ride +7, Tumble +5 
  Feats: Martial Weapon Proficiency (scimitar) 
   
  Environment: Warm desert 
  Organization: Gang (2-4), squad (11-20 plus 2 
  3rd-level ¬sergeants and 1 leader of 3rd-6th 
  level), 
  or 
  band 
  (30-100 
  plus 
  150% 
  noncombatants plus 1 3rd-level sergeant per 10 
  adults, 5 5th-level lieutenants, and 3 7th-level 
  captains) 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Usually shadow 
  Advancement: By character class 
  Level Adjustment: +0 
  The Gerudo are a race of hardy survivalists from 
  the desert that has their name. 
  All Gerudo are female, with a lone male born 
  every 100 years.  They have distinctive dark 
  skin, a long nose, and bright red or orange hair.  
  Gerudo females stand between six and seven 
  feet tall, and weigh 125-200 
  pounds. 
  Most Gerudo encountered outside 
  their homes are drifters; the 
  information in the statistics block 
  is for one of 1st level. 
  Combat 
  The treacherous Gerudo fight 
  from ambush and prefer guerrilla 
  tactics to up-front confrontations. 
  Gerudo Society 
  Gerudo are obviously matriarchal, with the oldest 
  and wisest women leading their tribes.  They 
  value martial skills, especially the scimitar and 
  bows. 
  Gerudo can mate with Hylians, although any 
  children are full-blooded Gerudo daughters.  In 
  times past, Gerudo women would go to Hyrule 
  Castle or Kakariko Village, and see how many 
  hidden weapons they could sneak past the 
  guards. 
  Gibdos 
  Medium Undead 
  Hit Dice: 6d12+3 (75 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. (can't run) 
  Defense: 17 (-1 Dex, +8 natural), touch 9, flat-
  footed 17 
  Base Attack/Grapple: +3/+6 
  Attack: Slam +6 melee (2d6+4) 
  Full Attack: 2 slams +6 melee (2d6+4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Frightful moan 
  
   
   
  200
  Special Qualities: Undead, resistant to blows, 
  damage reduction 5/+1, partial actions only, fire 
  vulnerability, attunement 
  Saves: Fort +2, Ref +1, Will +6 
  Abilities: Str 16, Dex 8, Con —, Int 6, Wis 12, 
  Cha 10 
  Skills: Hide +2, Listen +4, Move Silently +2, 
  Spot +4 
  Feats: Alertness, Toughness 
   
  Environment: 
  Any 
  land 
  or 
  underground 
  (nocturnal) 
  Organization: Solitary or group (2-4) 
  Challenge Rating: 3 
  Treasure: Standard 
  Focus: Always dark 
  Advancement: 7-12 HD (Medium) 
  Ancient Hylians used to mummify their dead and 
  inter them in large catacombs.  When Ganondorf 
  Dragmire obtained the Triforce of Power, his 
  incredible evil energies flowed through those 
  catacombs and infused the dead with pure 
  evil. 
  Gibdos are large corpses, preserved but 
  withered, and wrapped in yards of white 
  linen. 
   
  They 
  move 
  with 
  a 
  slow, 
  shambling gait and groan with the 
  weight of the ages. 
  Gibdos attack intruders without mercy.  
  They do not retreat and do not 
  communicate. 
   
  Encounters 
  with 
  gibdos do not end until the gibdos or 
  its enemy is destroyed. 
  Combat 
  In melee, a gibdos is a terrible foe, 
  swinging 
  its 
  powerful 
  fists 
  to 
  inflict 
  awesome damage.  Even if it had no other 
  abilities, its great strength and grim 
  determination 
  make 
  it 
  a 
  formidable 
  opponent. 
  Fire Vulnerability (Ex): Gibdos take double 
  damage from fire attacks unless a save is 
  allowed for half damage.  A successful save 
  halves the damage and a failure doubles it and 
  paralyses the gibdos for one round. 
  Frightful Moan (Ex): Any living creature that 
  hears a Gibdos scream must make a Fortitude 
  save (DC 13) or be paralyzed with fear for 3 
  rounds. 
  Resistant to Blows (Ex): Physical attacks deal 
  only half damage to gibdos.  Apply this effect 
  before damage reduction. 
  Attunement: 
  +2 
  competence 
  bonus 
  to 
  Intimidate checks, +1 enhancement bonus to 
  Defense. 
  Goriya 
  Medium Humanoid (Goriya) 
  Hit Dice: 1d10 (8 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft. 
  Defense: 14 (+3 Dex, +1 natural), touch 13, 
  flat-footed 11 
  Base Attack/Grapple: +1/+2 
  Attack: Boomerang +4 ranged (1d6) 
  Full Attack: Boomerang +4 ranged (1d6) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Darkvision 60 ft., light 
  sensitivity, attunement 
  Saves: Fort +2, Ref +4, Will +0 
  Abilities: Str 12, Dex 17, Con 11, Int 10, Wis 
  10, Cha 7 
  Skills: Listen +2, Spot +2 
  Feats: Alertness, Blind-Fight 
   
  Environment: 
  Temperate 
  and 
  warm 
  underground 
  Organization: Solitary, pair, gang (2-5), band 
  (10-100 plus 50% noncombatants plus 1 3rd-
  level sergeant per 20 adults and 1 leader of 4th-
  6th level), or tribe (20-200 plus 1 3rd-level 
  sergeant per 20 adults, 1 or 2 lieutenants 
  of 4th or 5th level, and 1 leader of 6th-8th 
  level) 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Usually shadow 
  Advancement: By character class 
  Level Adjustment: +0 
  Goriyas are a race of canine-like 
  humanoids that live underground.  
  Not much is known about goriyas, 
  because they prefer to have no 
  contact with surface dwellers; this 
  xenophobia drives them to attack 
  intruders in great numbers to drive 
  away.  They have large ears and 
  sensitive eyes, and dark gray or brown 
  fur from head to toe.  They garb 
  themselves in brown or blue tunics and 
  boots.  The boomerang is the goriya racial 
  weapon. Goriyas speak the guttural Goriya; 
  those with Intelligence scores of 12 or higher 
  also speak Hylian. 
  Most goriyas encountered outside their homes 
  are warriors; the information in the statistics 
  block is for one of 1st level. 
  Combat 
  Rabidly 
  territorial, 
  goriyas 
  attack 
  in 
  large 
  numbers to drive away intruders.  If they feel 
  especially threatened, goriyas will attack without 
  regard for their own safety, even if it means 
  discarding 
  the 
  boomerang 
  and 
  attacking 
  barehanded.  Goriyas suffer no attack penalties 
  when using their boomerangs in enclosed spaces. 
  Attunement: +2 bonus to ranged attacks. 
  Goriyas as Characters 
  Goriya 
  Traits 
  (Ex): 
  Goriyas 
  possess 
  the 
  following racial traits: 
  +2 Strength, +4 Dexterity, -2 Wisdom, -2 
  Charisma. 
  
   
   
  201
  A goriya’s base land speed is 30 feet. 
  Darkvision out to 60 feet. 
  Weapon Familiarity: Goriyas are trained 
  from birth with the boomerang.  They treat 
  boomerangs as martial weapons instead of 
  exotic. 
  Light Sensitivity: Goriyas are dazzled in 
  bright sunlight or within the radius of a 
  daylight spell. 
  Automatic Languages: Goriya. 
  Bonus Languages: Moblin, Hylian. 
  Favored Class: Warrior. 
  Favored Aspect: Shadow. 
  Opposed Aspect: Forest. 
  Goron 
  Medium Humanoid (Goron) 
  Hit Dice: 1d10 (10 hp) 
  Initiative: -1 (Dex) 
  Speed: 15 ft., roll 60 ft. 
  Defense: 10 (-1 Dex, +1 racial), touch 9, flat-
  footed 9 
  Base Attack/Grapple: +1/+2 
  Attack: Unarmed strike +2 melee (1d4+1) 
  Full Attack: Unarmed strike +2 melee (1d4+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: See below 
  Special Qualities: Goron traits 
  Saves: Fort +2, Ref +0, Will +0 
  Abilities: Str 12, Dex 8, Con 10, Int 11, Wis 11, 
  Cha 8 
  Skills: Craft (stonecarving) +4, Listen +1, Spot 
  +1 
  Feats: Blind-Fight, Improved Unarmed Strike 
   
  Environment: Any underground 
  Organization: Team (2-4), squad (11-20 plus 2 
  3rd-level sergeants and 1 leader of 3rd-6th 
  level), or clan (30-100 plus 30% noncombatants 
  plus 1 3rd-level sergeant per 10 adults, 5 5th-
  level lieutenants, and 3 7th-level captains) 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Usually light 
  Advancement: By character class 
  Level Adjustment: +0 
  The goron people live deep within the Death 
  Mountain range, having carved out extensive 
  systems of caves over the generations. 
  An adult Goron is approximately 6 to 7 feet in 
  height, and may weigh over 300 pounds.  They 
  have large, bulbous torsos and gangly limbs that 
  don’t look like they should be able to support the 
  body. 
  Most gorons encountered outside their 
  home are warriors; the information in 
  the statistics block is for one of 1st 
  level. 
  Combat 
  A 
  goron’s 
  fists 
  are 
  powerful 
  weapons, inflicting great damage with 
  its clubbing blows.  A goron can also curl 
  up into a rocky ball and roll with great 
  speed. 
  Goron Society 
  In a Goron clan, the clan unit, the 
  family unit, and the individual are 
  all equally important.  In times 
  of crisis, all able-bodied adults 
  come to the aid of their peers.  
  In times of peace, feasting and 
  dancing are common; gorons 
  love to dance, and they love the 
  sounds of woodwind and heavy 
  percussion. 
  Helmasaur 
  Small Magical Beast 
  Hit Dice: 1d10 (8 hp) 
  Initiative: +2 (Dex) 
  Speed: 20 ft. 
  Defense: 16 (-1 size, +2 Dex, +5 racial) 
  Base Attack/Grapple: +1/+1 
  Attack: Slam +1 melee (1d4) 
  Full Attack: Slam +1 melee (1d4) 
  Face/Reach: 10 ft. /5 ft. 
  Special Qualities: Darkvision 60 ft., low-light 
  vision, armored head, weak point, attunement 
  Saves: Fort +2, Ref +4, Will +0 
  Abilities: Str 10, Dex 15, Con 10, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +2, Spot +2 
   
  Environment: Warm underground 
  Organization: Solitary, pair, or trio 
  Challenge Rating: ½ 
  Treasure: Special 
  Focus: None 
  Advancement: 2-3 HD (Small) 
  Small creatures called Helmasaurs populate the 
  Palace of Darkness in the Dark World.  They have 
  virtually impenetrable armor plates on their 
  heads, so they cannot be damaged from the 
  front. 
  Combat 
  Helmasaurs always move to face their foes, 
  keeping their bony crests between them and 
  their foes.  Most creatures know that trying to 
  eat a helmasaur is too much effort for too little 
  reward. 
  Armored Head (Ex): A helmasaur’s head armor 
  has a hardness of 10 and 15 hp.  It has to be 
  broken before its weak point can be attacked. 
  Weak Point (Ex): Helmasaurs have a small 
  green spot between its eyes, beneath its 
  head armor.  This point is a Fine 
  target. 
  Attunement: 
  +1 
  bonus 
  to 
  Defense, +2 competence bonus to 
  bull-rush and charge maneuvers. 
   
  
   
   
  202
  Ironknuckle 
  Large Construct 
  Hit Dice: 18d10+30 (129 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. (can’t run) 
  Defense: 30 (-1 size, -1 Dex, +22 natural), 
  touch 8, flat-footed 30 
  Base Attack/Grapple: +6/+12 
  Attacks: Huge greataxe +24 melee (2d8+11) 
  Full Attack: Huge greataxe +24/+19/+14 melee 
  (2d8+11) 
  Face/Reach: 5 ft. /10 ft. 
  Special Qualities: Construct, DR 10/magic, rust 
  vulnerability 
  Saves: Fort +6, Ref +5, Will +6 
  Abilities: Str 33, Dex 9, Con -, Int -, Wis 11, 
  Cha 1 
   
  Environment: Any land or underground 
  Organization: Solitary or pair 
  Challenge Rating: 13 
  Treasure: None 
  Focus: None 
  Advancement: 19-24 HD (Large); 25-54 HD 
  (Huge) 
  Far more advanced than armos statues, the 
  ironknuckle is a mighty suit of enchanted 
  armor, wielding a gigantic double-
  bladed axe, and set to defend a 
  place from all outside attacks. 
  The knowledge of creating an 
  ironknuckle has been lost to the 
  mists of time.  Perhaps, in the days 
  before the Imprisoning War, ironknuckles 
  were commonplace, but no longer. 
  Combat 
  Ironknuckles are pre-programmed to guard 
  specific sites, and with their tremendous size and 
  strength, the powerful sentinels rarely fail in their 
  appointed tasks. 
  Construct: Immune to mind-influencing effects, 
  poison, disease, and similar effects.  Not subject 
  to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Magic Immunity (Ex): An ironknuckle is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows.  An 
  electricity effect slows it (as the slow spell) for 3 
  rounds, with no saving throw.  A fire effect 
  breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it 
  would 
  otherwise 
  deal. 
   
  For 
  example, 
  an 
  ironknuckle hit by a fireball cast by a 5th-level 
  wizzrobe gains back 6 hit points if the damage 
  total is 18.  The ironknuckle rolls no saving throw 
  against fire effects. 
  Rust Vulnerability (Ex): An ironknuckle is 
  affected normally by rust attacks, such as that of 
  a rust monster or a rusting grasp spell. 
  Construction 
  An 
  ironknuckle’s 
  body 
  is 
  composed 
  of 
  a 
  clockwork suit of armor forged with rare metals 
  costing at least 10,000 rp.  Assembling the body 
  requires a DC 20 Craft (armorsmithing) or Craft 
  (weaponsmithing) check. 
  CL 16th; Craft Construct, geas/quest, limited 
  wish, polymorph any object, caster must be 16th 
  level; Price 15,000 rp; cost 80,000 rp + 5,600 XP 
  Kargaroc 
  Small Animal 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +2 (Dex) 
  Speed: 10 ft., fly 80 ft. (average) 
  Defense: 13 (+1 size, +2 Dex), touch 13, flat-
  footed 11 
  Base Attack/Grapple: +0/-4 
  Attack: Talons +3 melee (1d4) 
  Full Attack: Talons +3 melee (1d4) and bite -2 
  melee (1d4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: None 
  Special Qualities: Low-light vision, attunement 
  Saves: Fort +3, Ref +4, Will +2 
  Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, 
  Cha 6 
  Skills: Listen +2, Spot +14 
  Feats: Weapon Finesse 
   
  Environment: 
  Temperate 
  mountains 
  Organization: Solitary or pair 
  Challenge Rating: ½ 
  Focus: None 
  Advancement: 2-3 HD (Medium) 
  These birds of prey inhabit nearly every terrain 
  and climate, though they all prefer high, 
  secluded nesting spots.  The kargaroc has a 
  distinctive, mooing call. 
  Kargarocs are the primary source of golden 
  feathers, a highly sought after bauble that rito 
  males often give to females as tokens of 
  affection. 
  A typical kargaroc is about 3 feet long and has a 
  wingspan 
  of 
  about 
  7 
  feet. 
  The 
  statistics 
  presented here can describe any similar-sized, 
  diurnal bird of prey. 
  Combat 
  Kargarocs dive at prey, raking with their powerful 
  talons. 
  Skills: Kargarocs have a +8 racial bonus on Spot 
  checks. 
  Attunement: +2 competence bonus on Spot 
  checks, +2 competence bonus on Listen checks. 
  Keese 
  Diminutive Animal 
  Hit Dice: ¼d8 (1 hp) 
  Initiative: +2 (Dex) 
  Speed: 5 ft., fly 40 ft. (good) 
  
   
   
  203
  Defense: 16 (+4 size, +2 Dex), touch 16, 
  flat-footed 14 
  Base Attack/Grapple: +0/-17 
  Attack: — 
  Full Attack: — 
  Face/Reach: 1 ft. /0 ft. 
  Special Qualities: Blindsense 20 ft., 
  low-light vision, attunement 
  Saves: Fort +2, Ref +4, Will +2 
  Abilities: Str 1, Dex 15, Con 10, Int 2, 
  Wis 14, Cha 4 
  Skills: Hide +14, Listen +8*, Move Silently +6, 
  Spot +8* 
  Feats: Alertness 
   
  Environment: Temperate and warm hill, plains, 
  and underground 
  Organization: Colony (10-40) 
  Challenge Rating: 1/10 
  Treasure: None 
  Focus: None 
  Advancement: — 
  Because of their small size and penchant for 
  getting in the way of dungeon explorers, keese 
  are considered more of an annoyance than 
  anything else. 
  Combat 
  Keese are not capable of any serious attacks 
  against adventurers. 
  Blindsense (Ex): A keese notices and locates 
  creatures within 20 feet. Opponents still have 
  100% concealment against a creature with 
  blindsense. 
  Skills: *A keese has a +4 racial bonus on Spot 
  and Listen checks. These bonuses are lost if its 
  blindsense is negated. 
  Attunement: +2 competence bonus on Spot 
  checks, +2 competence bonus on Listen checks. 
  Kokiri 
  Small Humanoid (Kokiri) 
  Hit Dice: 1d6 (3 hp) 
  Initiative: +2 (Dex) 
  Speed: 20 ft. 
  Defense: 15 (+1 size, +2 Dex, +2 racial), touch 
  15, flat-footed 13 
  Base Attack/Grapple: +0/-1 
  Attack: Dagger +2 melee (1d4-1) 
  Full Attack: Dagger +2 melee (1d4-1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: none 
  Saves: Fort +0, Ref +4, Will +4 
  Abilities: Str 8, Dex 14, Con 10, Int 12, 
  Wis 14, Cha 14 
  Skills: Hide +3, Listen +3, Survival +3 
  Feats: Weapon Finesse 
   
  Environment: Kokiri Forest 
  Organization: Gang (2-4), band (6-
  11), or tribe (20-80) 
  Challenge Rating: 1 
  Treasure: No coins; 50% goods (metal, 
  wood, or stone only); 50% items 
  Focus: Always shadow 
  Advancement: By character class 
  Level Adjustment: +0 
  The Kokiri are a race of mysterious, 
  reclusive forest sprites.  Nobody from 
  any of the Hyrulian races has ever 
  actually encountered a Kokiri. 
  Kokiri are about 3 feet tall, weigh about 80 
  pounds, and garb themselves in forest green 
  tunics, pants, and caps.  They do not age, and 
  they all have a fairy companion. 
  Combat 
  Kokiri would rather hide than fight, but most 
  Kokiri are familiar with how to use at least a 
  dagger. 
  Lava Dragon 
  Medium Dragon (Fire) 
  Hit Dice: 7d12+14 (59 hp) 
  Initiative: +0 
  Speed: 40 ft., fly 150 ft. (poor) 
  Defense: 16 (+6 natural), touch 10, flat-footed 
  16 
  Base Attack/Grapple: +7/+10 
  Attack: Bite +10 melee (1d8+3) 
  Full Attack: Bite +10 melee (1d8+3) and 2 
  claws +5 melee (1d6+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Breath weapon (60 ft. line of 
  fire, 2d10, Ref DC 15 half) 
  Special Qualities: Immunities, cold vulnerability 
  Saves: Fort +7, Ref +5, Will +5 
  Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 
  11, Cha 10 
  Skills: Bluff +10, Intimidate +12, Knowledge 
  (nature) +10, Listen +10, Sense Motive +10, 
  Spot +10 
  Feats: Flyby Attack, Power Attack, Snatch 
   
  Environment: Warm mountains 
  Organization: Solitary or clutch (2-5) 
  Challenge Rating: 4 
  Treasure: Special 
  Focus: Usually shadow 
  Advancement: 8-9 HD (Medium), 10-19 
  HD (Large), 20-21 HD (Huge) 
  Lava dragons haven’t been seen since 
  the defeat of Volvagia, the largest and 
  most aggressive of their kind.  They are 
  long, sinuous reptilian creatures that fly 
  through the air without wings, and are 
  natural 
  predators 
  of 
  dodongos 
  and 
  gorons.  A wyrmling lava dragon’s scales 
  are a dark scarlet, gradually brightening 
  as they reach maturity. 
  Combat 
  Young lava dragons are often impetuous, 
  and immediately attack anything they feel 
  
   
   
  204
  is infringing on their territory with their 
  claws and flaming breath.  Older dragons 
  prefer to react rather than act first, 
  intimidating smaller creatures into doing 
  their bidding. 
  Immunities (Ex): Sleep, paralysis, and 
  fire. 
  Cold Vulnerability (Ex): Lava dragons 
  take double damage from cold-based 
  attacks on a failed save. 
  Leever 
  Medium Animal 
  Hit Dice: 4d10+8 (30 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft., burrow 30 ft. 
  Defense: 16 (+3 Dex, +3 natural), touch 13, 
  flat-footed 13 
  Base Attack/Grapple: +1/+3 
  Attack: Slam +5 melee (2d4+3) 
  Full Attack: Slam +5 melee (2d4+3) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Tremorsense, attunement 
  Saves: Fort +8, Ref +7, Will +1 
  Abilities: Str 14, Dex 16, Con 14, Int 2, Wis 10, 
  Cha 6 
  Skills: Listen +3, Spot +3 
  Feats: Alertness, Great Fortitude 
   
  Environment: Any desert 
  Organization: Solitary or group (4-6) 
  Challenge Rating: 2 
  Treasure: None 
  Focus: None 
  Advancement: 5-8 HD (Medium)  
  Leevers are desert predators, burrowing beneath 
  the sand and waiting for something to come in 
  range.  Leevers are tall, bell-shaped creatures 
  with four fin-like appendages that they use to 
  burrow through sand.  The bottom of the bell 
  contains its mouth and masses of tiny cilia that 
  let it move while aboveground.  The coloring of 
  their knobby hide ranges from red-brown to a 
  blue-gray. 
  Combat 
  Leevers usually attack only when hungry or 
  threatened.  They burrow up and break the 
  surface, and then try to knock their prey down 
  and consume it. 
  Attunement: 
  Grants 
  tremorsense 
  within 10 ft. 
  Like-Like 
  Large Aberration 
  Hit Dice: 6d8+21 (49 hp) 
  Initiative: +0 
  Speed: 20 ft. 
  Defense: 15 (-1 size, +6 natural), 
  touch 9, flat-footed 15 
  Base Attack/Grapple: +4/+8 
  Attack: Bite +8 melee (1d6+6) 
  Full Attack: Bite +8 melee (1d6+6) 
  Face/Reach: 5 ft. /5 ft. 
  Special 
  Attacks: 
  Improved 
  grab, 
  swallow whole 
  Special Qualities: Tremorsense, can’t 
  be flanked, attunement 
  Saves: Fort +5, Ref +2, Will +5 
  Abilities: Str 19, Dex 10, Con 16, Int 3, 
  Wis 10, Cha 3 
  Skills: Hide +2*, Move Silently +3 
  Feats: Toughness 2 
   
  Environment: Warm underground or 
  aquatic 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: None 
  Focus: None 
  Advancement: 7-11 HD (Large) 
  The like-like is little more than an ambulatory 
  stomach.  Adventurers fear the like-like more 
  than any other monster, for it eats metals, 
  especially swords and shields, and they have 
  consumed the weapons and armor of countless 
  adventurers. 
  A like-like averages about 6 to 8 feet in height, 
  with a diameter of 4 feet.  Dead specimens have 
  been weighed at over 200 pounds.  Its thick, 
  lumpy hide gives it protection from most 
  weapons.  The folds of flesh conceal “mouths” 
  that open up to allow it to bite in any direction, 
  although its primary mouth is on top.  
  Combat 
  Like-likes eat almost anything, but if given the 
  choice, they will always go after large metal 
  objects, such as shields.  Their powerful digestive 
  juices can dissolve almost any natural substance 
  Improved Grab (Ex): If a like-like hits with its 
  bite attack, it grapples as a free action without 
  provoking an attack of opportunity. 
  Swallow Whole (Ex): A like-like can try to 
  swallow a grabbed opponent of Medium or 
  smaller by making a successful grapple check.  
  Once inside, the opponent takes 1d6+2 crushing 
  damage plus 1d6+2 acid damage per round from 
  the like-like’s digestive juices.  A swallowed 
  creature can cut its way out by dealing 20 points 
  of damage to the like-like’s interior (AC 18).  Any 
  metal objects that the swallowed character has 
  must make Fortitude saves (DC 14) or be 
  dissolved by the like-like’s digestive 
  juices. 
  Tremorsense 
  (Ex): 
  Like-likes 
  can 
  automatically sense the location of 
  anything within 30 feet that is in 
  contact with the ground. 
  Skills: *Like-likes receive a +8 racial 
  bonus to Hide checks due to their 
  color and texture. 
  
   
   
  205
  Attunement: Once per day attuner 
  can’t be flanked for a number of 
  rounds equal to half the like-like’s 
  Defense rating. 
  Lizalfos 
  Medium Humanoid (Reptilian) 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +2 (Dex) 
  Speed: 30 ft. 
  Defense: 
  17 
  (+2 
  Dex, 
  +5 
  natural) 
  Base Attack/Grapple: +4/+6 
  Attack: 
  Longsword 
  +6 
  melee 
  (1d8+2) 
  Full Attack: Longsword +6 melee 
  (1d8+2) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Scent, darkvision 90 ft., 
  attunement 
  Saves: Fort +1, Ref +2, Will –1 
  Abilities: Str 15, Dex 15, Con 13, Int 10, Wis 8, 
  Cha 6 
  Skills: Hide +7, Jump +9, Listen +8, Spot +8 
  Feats: Acrobatic, Alertness 
   
  Environment: Warm underground 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Treasure: Standard 
  Focus: Usually dark 
  Advancement: By character class 
  Level Adjustment: +1 
  The first Lizalfos were normal men transformed 
  by the evil power of Ganondorf Dragmire.  They 
  served the evil sorcerer until his defeat, and then 
  they formed their own societies. 
  Lizalfos look somewhat humanoid, standing 
  about 6 feet tall and weighing about 170 pounds.  
  They have muscular arms and walk erect on their 
  squat legs, trailing a long, slender tail. Their 
  heads are lizard like, with a prehensile tongue 
  that they use to "smell" the air.  Their beady 
  eyes are sensitive to bright lights. 
  Lizalfos speak Draconic. 
  Combat 
  Lizalfos use their powerful legs to 
  propel themselves through the air 
  and deliver devastating sword blows. 
  They 
  usually 
  attack 
  in 
  groups, 
  constantly moving around in order to 
  get the best attacks in. 
  Attunement: +2 competence bonus 
  on Jump checks, +2 competence 
  bonus on Hide checks. 
  Dinalfos 
  The Dinalfos is a stronger breed of 
  Lizalfos, with 6 HD and +7 natural 
  armor. 
   
  Lynel 
  Medium Monstrous Humanoid 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +2 (Dex) 
  Speed: 50 ft. 
  Defense: 13 (-1 size, +2 Dex, +2 
  natural), touch 11, flat-footed 11 
  Base Attack/Grapple: +4/+8 
  Attack: Sword beam +7 ranged 
  (1d8) or longsword +8 melee (1d8+4) 
  Full Attack: Sword beam +7 ranged 
  (1d8) 
  or 
  longsword 
  +8/+3 
  melee 
  (1d8+4) 
  Face/Reach: 10 ft. /5 ft. 
  Saves: Fort +3, Ref +6, Will +5 
  Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, 
  Cha 11 
  Skills: Hide +2, Listen +4, Move Silently +4, 
  Spot +4, Survival +5 
  Feats: Power Attack, Weapon Focus (sword 
  beam) 
   
  Environment: Death Mountain 
  Organization: Company (4-8) 
  Challenge Rating: 3 
  Treasure: Standard 
  Focus: Usually dark 
  Advancement: By character class 
  Level Adjustment: +2 
  Lynels are aggressive, hateful creatures that 
  inhabit the upper parts of the Death Mountain 
  Area.  Their sword beams make them some of 
  the most feared creatures in Hyrule. 
  Lynels are centaur-like creatures with the body of 
  a horse, the torso of a man, and the head of a 
  lion.  They carry either a pair of swords or a 
  sword and shield.  Lynels speak Sylvan and 
  Hylian. 
  Combat 
  Lynels are always ready for combat, and carry 
  their swords at all times.  They know how to 
  channel their power through their swords and 
  into sword-shaped beams of energy, which they 
  can throw with deadly accuracy. 
  The lynels have claimed Death Mountain as their 
  territory, and defend it against all 
  intruders.  Anyone coming too close 
  gets a few sword beams on sight; 
  lynels are not known for warning 
  shots. 
  Lynels as Characters 
  A lynel wizzrobe is usually a tribe’s 
  designated 
  leader 
  and 
  speaker.  
  Lynel 
  characters 
  possess 
  the 
  following traits. 
  +4 
  Strength, 
  +2 
  Dexterity, 
  +2 
  Constitution, 
  –2 
  Intelligence, 
  -6 
  Wisdom. 
  Large: –1 penalty to Defense, –1 
  penalty on attack rolls, –4 penalty 
  
   
   
  206
  on Hide checks, +4 bonus on grapple checks, 
  lifting and carrying limits double those of Medium 
  characters. 
  Face/Reach: 10 feet/5 feet. 
  A lynel’s base land speed is 50 feet. 
  Darkvision out to 60 feet. 
  Racial Hit Dice: A lynel begins with four levels 
  of monstrous humanoid, which provide 4d8 Hit 
  Dice, a base attack bonus of +4, and base saving 
  throw bonuses of Fort +1, Ref +4, and Will +4. 
  Racial Skills: A lynel’s monstrous humanoid 
  levels give it skill points equal to 7 x (2 + Int 
  modifier). Its class skills are Listen, Move 
  Silently, Spot, and Survival. 
  Racial Feats: A lynel’s monstrous humanoid 
  levels give it two feats. 
  +2 natural Defense bonus. 
  Automatic Languages: Sylvan and Hylian. 
  Favored Class: Warrior. 
  Favored Aspect: Forest. 
  Opposed Aspect: Spirit. 
  Level adjustment +5. 
  Moblin 
  Medium Humanoid (Goblinoid)  
  Hit Dice: 1d10+1 (9 hp) 
  Initiative: +1 (Dex) 
  Speed: 30 ft. 
  Defense: 13 (+1 Dex, +1 armor, +1 
  racial), touch 12, flat-footed 12 
  Base Attack/Grapple: +1/+3 
  Attack: Halfspear +3 melee or +2 
  ranged (1d6+2) 
  Full Attack: Halfspear +3 melee or +2 
  ranged (1d6+2) 
  Face/Reach: 5 ft. /5 ft. 
  Saves: Fort +5, Ref +2, Will –1 
  Abilities: Str 15, Dex 12, Con 12, Int 
  10, Wis 8, Cha 8 
  Skills: Intimidate +3, Listen +1 
  Feats: Power Attack, Weapon Focus 
  (halfspear) 
  Environment: Temperate forest 
   
  Organization: Solitary or hunt (4-8) 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Usually dark 
  Advancement: By character class 
  Level Adjustment: +0 
  The first moblins were evil men who came to the 
  command of Ganondorf Dragmire after he gained 
  control of the Triforce of Power.  Ganondorf’s 
  incredible evil power warped their minds and 
  bodies to reflect what was in their hearts, and 
  they served Ganondorf until his defeat at the 
  hands of Link, Princess Zelda, and the Six Sages. 
  Moblins vary in appearance, but in general look 
  like dog-faced humanoids with pug noses, tusks, 
  triangular ears, stooped postures, and muscular 
  builds.  They usually wear patchwork armor and 
  carry spears.  Their skin color ranges from blue 
  to brown. 
  Most moblins encountered outside their homes 
  are warriors; the information in the statistics 
  block is for one of 1st level. 
  Combat 
  Moblins enjoy attacking from concealment and in 
  groups.  They honor the rules of war if they 
  believe it is convenient to do so at the time. 
  Moblin Society 
  After becoming free of Ganondorf, the moblins 
  formed their own crude societies, little more than 
  tribes ruled by the strongest. 
  Octorok 
  Medium Animal 
  Hit Dice: 1d8 (5 hp) 
  Initiative: +1 (Dex) 
  Speed: 30 ft. 
  Defense: 13 (+1 Dex, +2 natural), touch 11, 
  flat-footed 12 
  Base Attack/Grapple: +0/+0 
  Attack: Rock spit +1 ranged (1d4) 
  Full Attack: Rock spit +1 ranged (1d4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Attunement 
  Saves: Fort +2, Ref +3, Will –1 
  Abilities: Str 10, Dex 12, Con 10, Int 
  6, Wis 8, Cha 8 
  Skills: Hide +3, Listen +2, Spot +2 
  Feats: Alertness 
   
  Environment: Temperate land 
  Organization: Solitary or pack (3-6) 
  Challenge Rating: 1/3 
  Treasure: None 
  Focus: — 
  Advancement: 2-4 HD (Medium) 
  The octorok is one of the most pitiful of Hyrulian 
  monsters. It looks like a three-foot-tall four-
  legged octopus with a large snout that it uses to 
  shoot rocks, and a pair of yellow eyes that give 
  the impression that the octorok is chronically 
  depressed. They are not very large, they have no 
  ability to manipulate objects, and most go down 
  to one or two sword blows. Adventurers often 
  refer to “putting them out of their misery” when 
  they slay an octorok. 
  Combat 
  Octoroks have no melee capability; they suck up 
  small stones, stick them together with organic 
  glue, and spit them back out in big balls. 
  Attunement: +1 competence bonus on ranged 
  attacks, +1 competence bonus to Defense. 
  Peahat 
  Medium Plant 
  Hit Dice: 1d8+1 (6 hp) 
  Initiative: +0 
  Speed: 5 ft., fly 20 ft. (clumsy) 
  
   
   
  207
  Defense: 13 (+1 Dex, +2 natural), 
  touch 11, flat-footed 12 
  Base Attack/Grapple: +0/+0 
  Attack: Slam +0 melee (1d4) 
  Full Attack: Slam +0 melee (1d4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Consume 
  Special Qualities: Plant traits 
  Saves: Fort +3, Ref +1, Will +0 
  Abilities: Str 10, Dex 12, Con 12, Int 
  —, Wis 10, Cha 4 
   
  Environment: Temperate plains and 
  seas 
  Organization: Solitary or group (4-8) 
  Challenge Rating: 1 
  Treasure: None 
  Focus: None 
  Advancement: 2-3 HD (Medium) 
  Peahats are most unusual creatures; most 
  botanists are content to say it’s a plant, although 
  it 
  exhibits 
  qualities 
  only 
  seen 
  in 
  sentient 
  creatures. 
  The main body of a peahat is a large tree-
  like trunk, but it has a soft outer skin.  
  Peahats reproduce through pollenization, 
  and they are carnivorous; they usually 
  eat small creatures that fall quickly, 
  consuming 
  them 
  by 
  trapping 
  them 
  underneath their trunks and dissolving 
  them 
  in 
  the 
  manner 
  of 
  other 
  carnivorous plants. 
  Combat 
  Peahats 
  usually 
  go 
  after 
  small 
  creatures, but in times when there 
  isn't enough prey, they are known to 
  attack larger creatures, up to and 
  including humanoids. 
  Consume (Ex): If a peahat pins a foe, it 
  automatically deals 1d6 acid damage per round; 
  creatures killed in this manner are completely 
  dissolved and eaten by the peahat. 
  Poe 
  Small Undead (Incorporeal) 
  Hit Dice: 4d12 (30 hp) 
  Initiative: +4 (Dex) 
  Speed: Fly 30 ft. (perfect) 
  Defense: 16 (+1 size, +4 Dex, +1 deflection), 
  touch 16, flat-footed 12 
  Base Attack/Grapple: +2/+2 
  Attack: Lantern +7 melee (1d6) 
  Full Attack: Lantern +7 melee 
  (1d6) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Manifestation 
  Special Qualities: Turn resistance +4, 
  undead, incorporeal, attunement 
  Saves: Fort +4, Ref +8, Will +4 
  Abilities: Str 10, Dex 18, Con —, Int 
  10, Wis 10, Cha 12 
  Skills: Hide +10, Listen +5, Move 
  Silently +9, Search +7, Spot +5 
  Feats: 
  Weapon 
  Finesse 
  (lantern), 
  Weapon Focus (lantern) 
   
  Environment: Any graveyard (night 
  only) 
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Focus: Any 
  Advancement: 5-8 HD (Medium); 9-
  10 HD (Large) 
  Most spirits go to the afterlife, but a few lose 
  their way.  Poes are those spirits, using their 
  lanterns to try and find the path to the great 
  beyond. 
  These floating spirits appear as black ghosts 
  wrapped in dark blue and purple rags, their eyes 
  glowing with the same intensity as their lanterns. 
  The transition to undeath has not robbed poes of 
  their ability to communicate; they just rarely 
  have anything to say. 
  Combat 
  Poes do not like disturbances as they 
  attempt to find the road to the afterlife.  
  They 
  swing 
  their 
  lanterns 
  at 
  anyone who comes near, the 
  ethereal fire within burning hotter 
  and stronger than any mundane 
  flame. 
  Attunement: +2 competence bonus 
  turning attempts. 
  Pols Voice 
  Medium Aberration 
  Hit Dice: 2d8 (13 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft. 
  Defense: 16 (+3 Dex, +3 natural), touch 13, 
  flat-footed 13 
  Base Attack/Grapple: +0/+1 
  Attack: Slam +1 melee (1d6+1) 
  Full Attack: Slam +1 melee (1d6+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Sonic weakness, attunement 
  Saves: Fort +0, Ref +3, Will +3 
  Abilities: Str 12, Dex 16, Con 10, Int 4, Wis 10, 
  Cha 9 
  Skills: Listen +10*, Spot +5 
  Feats: Alertness 
   
  Environment: Any underground 
  Organization: Group (4-8) 
  Challenge Rating: 3 
  Treasure: None 
  Focus: Always dark 
  Advancement: 3-5 HD (Medium) 
  The pols voice is a strange monster.  
  These 
  bell-shaped 
  creatures 
  live 
  underground, and their ears have grown 
  
   
   
  208
  to great proportions while their eyes have 
  atrophied.  Four feelers allow it to touch 
  things, especially their latest kills. 
  Having 
  adapted 
  to 
  the 
  darkness 
  of 
  underground dungeons, pols voices have 
  learned to use the darkness to their 
  advantage, finding the best ambush 
  locations and going there when prey 
  approaches. 
  Combat 
  Pols voices do not like loud noise; they 
  prefer to sneak up on prey, listening for 
  their movements, and then they pounce. 
  Sonic Weakness (Ex): Pols voices take 
  double damage from sonic-based attacks. 
  Skills: *Pols voices receive a +6 racial bonus to 
  Listen checks. 
  Attunement: +2 competence bonus on Listen 
  checks, +2 competence bonus on Jump checks. 
  ReDead 
  Medium Undead 
  Hit Dice: 3d12 (22 hp) 
  Initiative: -2 (Dex) 
  Speed: 20 ft. (can't run) 
  Defense: 10 (-2 Dex, +2 natural), touch 8, flat-
  footed 10 
  Base Attack/Grapple: +1/+2 
  Attack: Slam +3 melee (1d6+1) 
  Full Attack: Slam +3 melee (1d6+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Create spawn, frightful moan, 
  improved grab, constrict 2d6+2 
  Special Qualities: Undead, partial actions only, 
  sunlight vulnerability, fire weakness 
  Saves: Fort +1, Ref -1, Will +3 
  Abilities: Str 13, Dex 7, Con —, Int -, Wis 10, 
  Cha 1 
   
  Environment: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Focus: Always dark 
  Advancement: 3-5 HD (Medium) 
  After sacking Hyrule Castle, Ganondorf used evil 
  magic to reanimate the dead as guardians in 
  Hyrule Town Market.  The results of that magic 
  are ReDeads: tall, twisted corpses that moan in 
  endless agony.  Their screams are the most 
  unsettling sound that a man can hear. 
  Combat 
  ReDeads take their agony out on anyone 
  unfortunate enough to get too close.  They attack 
  barehanded, squeezing the life out of their 
  enemies. 
  Create 
  Spawn 
  (Su): 
  Any 
  living 
  creature 
  killed 
  by 
  a 
  ReDead’s 
  constriction rises as a ReDead in 1d4 
  hours. 
  Fire Weakness (Ex): ReDeads take double 
  damage from fire attacks unless a save is 
  allowed for half damage.  A successful save 
  halves the damage and a failure doubles it 
  and paralyses the ReDead for one round. 
  Frightful Moan (Ex): Any living creature 
  that hears a ReDead scream must make a 
  Fortitude save (DC 13) or be paralyzed 
  with fear for 3 rounds. 
  Improved Grab (Ex): If a ReDead can 
  paralyze an opponent with its frightful 
  moan, it can proceed to grapple and inflict 
  constriction damage. 
  Sunlight Vulnerability (Ex): Exposure to 
  sunlight or a daylight spell immediately 
  inflicts 3d6 damage (no save).  The Sun’s 
  Song will paralyze a ReDead for 10 rounds (no 
  save). 
  Rope 
  Tiny Animal 
  Hit Dice: ¼d8 (1 hp) 
  Initiative: +3 (Dex) 
  Speed: 15 ft., climb 15 ft., swim 15 ft. 
  Defense: 17 (+2 size, +3 Dex, +2 natural), 
  touch 15, flat-footed 14 
  Base Attack/Grapple: +0/-2 
  Attack: Bite +5 melee (poison) 
  Full Attack: Bite +5 melee (poison) 
  Face/Reach: 2 1/2 ft. (coiled)/— 
  Special Attacks: Poison 
  Special Qualities: Scent 
  Saves: Fort +2, Ref +5, Will +1 
  Abilities: Str 6, Dex 14, Con 11, Int 1, Wis 12, 
  Cha 2 
  Skills: Balance +11, Climb +12, Hide +18, 
  Listen +8, Spot +8 
  Feats: Weapon Finesse (bite) 
   
  Environment: Warm underground 
  Organization: Cluster (2-8) 
  Challenge Rating: 1/3 
  Treasure: None 
  Focus: None 
  Advancement: — 
  Ropes are dungeon scavengers, crawling out of 
  holes in the walls in search of fallen carrion, but 
  if no potential meal presents itself, they rarely 
  hesitate to attack live prey. 
  Combat 
  Unless it gets an easier meal, a rope will 
  attack a live target. 
  Poison (Ex): Bite, Fortitude save (DC 
  11); initial and secondary damage 
  1d6 temporary Constitution. 
  Stalfos 
  Medium Undead 
  Hit Dice: 4d12+3 (31 hp) 
  Initiative: +1 (Dex) 
  Speed: 30 ft. 
  
   
   
  209
  Defense: 17 (+1 Dex, +4 natural, +2 shield), 
  touch 11, flat-footed 16 
  Base Attack/Grapple: +2/+5 
  Attack: Longsword +5 melee (1d8+3) 
  Full Attack: Longsword +5 melee (1d8+3) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Undead, DR 5/bludgeoning, 
  cold immunity 
  Saves: Fort +1, Ref +2, Will +4 
  Abilities: Str 16, Dex 12, Con —, Int 8, Wis 10, 
  Cha 5 
  Skills: Balance +6, Hide +6, Jump +8, Listen 
  +5, Spot +5 
  Feats: Alertness, Toughness 
   
  Environment: Any land or underground 
  Organization: Solitary or pair 
  Challenge Rating: 3 
  Treasure: None 
  Focus: Always dark 
  Advancement: — 
  Ganondorf reanimated legions of skilled warriors 
  after his rise to power, and they are 
  the stalfos. 
  These 
  skeletal 
  warriors 
  wield 
  longswords with the same deadly skill 
  they possessed in life, and defend 
  their 
  appointed 
  locations 
  with 
  supernatural dedication. 
  Combat 
  Stalfos were skilled fighters in life, and 
  this 
  battle 
  prowess 
  continues 
  in 
  undeath. 
  Tail 
  Small Aberration 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 (Dex) 
  Speed: 20 ft. 
  Defense: 15 (+1 size, +3 Dex, +1 racial) 
  Base Attack/Grapple: +0/-2 
  Attack: Slam +0 melee (1d2-2) 
  Full Attack: Slam +0 melee (1d2-2) 
  Face/Reach: 5 ft. / 0 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +0, Ref +3, Will +2 
  Abilities: Str 7, Dex 17, Con 10, Int 3, Wis 10, 
  Cha 5 
  Skills: Listen +5, Spot +5 
   
  Environment: Any underground 
  Organization: Solitary or trio 
  Challenge Rating: ½ 
  Treasure: Special 
  Focus: None 
  Advancement: 2-3 HD (Small) 
  Tails are small worm-like creatures that inhabit 
  caves; they are most often seen in the caves of 
  Death Mountain. 
  Combat 
  Tails are not aggressive, but their attack patterns 
  have baffled sages for generations. 
  Tektite 
  Medium Animal 
  Hit Dice: 2d8 (10 hp) 
  Initiative: +4 (Dex) 
  Speed: Jump 40 ft. 
  Defense: 18 (+4 Dex, +4 natural), touch 14, 
  flat-footed 14 
  Base Attack/Grapple: +1/+2 
  Attack: Slam +2 melee (1d6+1) 
  Full Attack: Slam +2 melee (1d6+1) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Attunement 
  Saves: Fort +3, Ref +7, Will +0 
  Abilities: Str 12, Dex 18, Con 10, Int 2, Wis 10, 
  Cha 2 
  Skills: Jump +11*, Listen +4, Spot +4 
  Feats: Alertness 
   
  Environment: Warm mountains 
  Organization: Solitary 
  Challenge Rating: 1 
  Treasure: None 
  Focus: None 
  Advancement: 3-5 HD (Medium) 
  Travelers in the mountains must stay 
  alert, for tektites crawl across the 
  rocks and leap from place to place 
  with amazing skill. 
  Tektites resemble large spiders with 
  thick 
  armored 
  legs 
  that 
  have 
  tremendous jumping power.  Their 
  shells range in color from red to blue. 
  Combat 
  Tektites follow their chosen prey from high 
  above, and then when they think the time is 
  right, they pounce. 
  Skills: *Tektites receive a +10 racial bonus to 
  Jump checks. 
  Attunement: +2 competence bonus on Jump 
  checks, +1 competence bonus on Initiative 
  checks. 
  Tokay 
  Medium Humanoid (Aquatic) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +5 (+1 Dex, +4 Improved Initiative) 
  Speed: 30 ft., swim 30 ft. 
  Defense: 15 (+3 racial, +1 class, +1 Dex), 
  touch 15, flat-footed 14 
  Base Attack/Grapple: +0/+0 
  Attack: Dagger +1 melee (1d4); or slingshot +2 
  ranged (1d4+1) 
  Full Attack: Dagger +1 melee (1d4); or 
  slingshot +2 ranged (1d4+1) 
  Face/Reach: 5ft. /5ft. 
  Special Attacks: Tokay traits 
  Special Qualities: Amphibious, tokay traits 
  
   
   
  210
  Saves: Fort +3, Ref +3, Will +0 
  Abilities: Str 11, Dex 13, Con 11, 
  Int 8, Wis 8, Cha 10 
  Skills: Climb +2, Jump +2 
  Feats: Improved Initiative 
   
  Environment: Any warm land 
  Organization: Solitary, or gang (2-4 plus 1 
  drifter of 1st level) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Focus: Usually shadow 
  Advancement: By character class 
  Level Adjustment: +0 
  Tokay are the slippery amphibious humanoid 
  inhabitants of Crescent Island. Their agility and 
  curiosity makes them excellent drifters. Tokay 
  are about five and a half feet tall, and weight 
  around 115 pounds, with a slight build. Their skin 
  is green and slippery, although the tone of the 
  skin is quite variable, and sometimes displays 
  small patches of scales on the back and 
  shoulders as they age. They tend to have large 
  heads with two bulbous eyes, and potbellies. 
  Small spikes adorn their back and neck ridges 
  and elbows, and they have small fangs and 
  claws. They tend to stand on two humanoid legs, 
  although these also have webbed toes to aid in 
  swimming. They also commonly have prehensile 
  tails, but some tokay are born without them, 
  which the tokay consider a mark of greatness. 
  Most tokay encountered outside of their homes 
  are scrappers, and the information in the 
  statistics block is for a first level scrapper. 
  Combat 
  Tokay are not aggressive, and prefer to slip away 
  and hide from foes rather than attack them. They 
  tend to only attack when cornered, which is very 
  rare indeed. 
  Amphibious (Ex): Although tokay breathe by 
  means of gills, they can survive indefinitely on 
  land. 
  Tokay Society 
  Tokay do not have many relations with other 
  races, and are neutral around them unless they 
  have learnt to respect or fear them. In turn, 
  most races treat tokay as oddities and nuisances, 
  and deal with them as such. The more hospitable 
  races, such as the hylians, tend to leave them to 
  their own devices, once the tokay has 
  been taught the nuances of property 
  ownership. 
  The 
  more 
  aggressive 
  ones, such as moblins, view them as 
  easy prey, and tend to attack them 
  on sight, if they think they can win. 
   
  Tokay as Characters 
  A tokay’s favored class is drifter. Most 
  tokay leaders are drifters, or multiclass 
  drifter / wilderfolk. 
  A tokay’s Favored Aspect is Water. 
  Most tokay wizzrobes take the 
  Water and Forest aspects. 
  Trap 
  Large Construct 
  Hit Dice: 5d10+30 (62 hp) 
  Initiative: +5 (Dex) 
  Speed: 60 ft. 
  Defense: 30 (-1 size, +5 Dex, +16 natural), 
  touch 14, flat-footed 25 
  Base Attack/Grapple: +3/— 
  Attack: Spikes +8 melee (2d6+7) 
  Full Attack: Spikes +8 melee (2d6+7) 
  Special Qualities: Construct, immunities 
  Face/Reach: 5 ft. /— 
  Saves: Fort +1, Ref +6, Will +1 
  Abilities: Str 20, Dex 20, Con —, Int —, Wis 11, 
  Cha 1 
   
  Environment: Any underground 
  Organization: Pair or quad 
  Challenge Rating: 2 
  Treasure: None 
  Focus: None 
  Advancement: — 
  Completing 
  the 
  trio 
  of 
  animated 
  dungeon 
  Defense mechanisms is the trap.  The trap is 
  composed 
  of 
  two 
  square 
  pieces 
  of 
  metal 
  sandwiching a set of sharp metal prongs, two 
  prongs to a side.  Traps are programmed to 
  either wait in a corner for something to cross its 
  “line of sight,” or to continually patrol a set path. 
  Combat 
  Traps propel themselves at great speed to impale 
  anything that crosses their line of sight. 
  Immunities (Ex): Traps take no damage from 
  conventional weapons, magic spells, spell-like 
  abilities, or supernatural powers. 
  Vire 
  Medium Aberration 
  Hit Dice: 4d8+4 (26 hp) 
  Initiative: +3 (Dex) 
  Speed: Jump 10 ft. 
  Defense: 15 (+3 Dex, +2 natural), touch 13, 
  flat-footed 12 
  Base Attack/Grapple: +3/+6 
  Attack: Slam +6 melee (1d6+4) 
  Full Attack: Slam +6 melee (1d6+4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Attunement 
  Special Attacks: Splitting, keese 
  control 
  Saves: Fort +2, Ref +4, Will +4 
  Abilities: Str 16, Dex 16, Con 12, Int 
  6, Wis 10, Cha 6 
  Skills: Jump +6, Listen +4, Spot +4 
  Feats: Alertness, Dodge 
   
  Environment: Any underground 
  
   
   
  211
  Organization: Trio 
  Challenge Rating: 2 
  Treasure: None 
  Focus: Always shadow 
  Advancement: 5-8 HD (Medium) 
  Vires are yet another nuisance to 
  dungeon delvers, jumping away 
  from their attacks and leaping in 
  with their own.  Fortunately, 
  they aren’t too dangerous that 
  a 
  well-equipped 
  adventurer 
  cannot handle a trio on his 
  own.  A vire is a blue-skinned, 
  four-eyed, 
  winged 
  creature 
  with sharp teeth and claws.  
  Its stumpy legs are strong 
  enough to propel it into the air, with a little 
  assistance from its wings. 
  Combat 
  Vires are nimble enough to jump away from most 
  attacks while they land hits of their own.  They 
  usually attack in groups, but they have an 
  unusual ability to split into a pair of keese when 
  injured. 
  Splitting (Ex): If a vire loses 50% of its hit 
  points, it will split into two keese with full hit 
  points. 
  Keese Control (Ex): Keese naturally follow the 
  direction of a vire. 
  Attunement: Grants the benefits of the Dodge 
  feat when within 30 ft. of the attuner. 
  Wallmaster 
  Medium Aberration 
  Hit Dice: 4d8+8 (24 hp) 
  Initiative: +2 (Dex) 
  Speed: 30 ft. 
  Defense: 17 (+2 Dex, +5 natural), touch 12, 
  flat-footed 15 
  Base Attack/Grapple: +3/+6 
  Attack: Slam +6 melee (1d4+4) 
  Full Attack: Slam +6 melee (1d4+4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Improved grab 
  Special Qualities: Phase door, tremorsense 
  Saves: Fort +1, Ref +1, Will +4 
  Abilities: Str 16, Dex 15, Con 14, Int 5, Wis 10, 
  Cha 2 
  Skills: Listen +3, Spot +3, Survival +5 
  Feats: Alertness, Dodge 
   
  Environment: Any underground 
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Focus: — 
  Advancement: — 
  Wallmasters are a dungeon delver’s 
  worst enemy.  They lurk within the 
  walls and ceilings, and come out and 
  grab adventurers, dragging them all the 
  way back to the entrance of the 
  dungeon. 
  A wallmaster resembles a gigantic 
  disembodied clawed hand.  They 
  can move through walls like a man 
  moves through an open room.  
  One theory on their origin is 
  that they are the product of a 
  deranged wizard’s experiments 
  to produce the perfect guardian. 
   
  Combat 
  Wallmasters only attack if they 
  cannot grapple their foes. As gigantic 
  hands, they can also be gigantic fists, 
  pummeling foes into submission. Their only 
  setback is that they crawl across the walls and 
  cannot leave that surface. 
  Improved Grab (Ex): If a wallmaster hits with 
  its slam attack, it can attempt a grapple without 
  provoking an attack of opportunity.  Following 
  this, it can use its phase door quality to take a 
  grabbed opponent back to the beginning of the 
  dungeon. 
  Phase Door (Su): A wallmaster can hide inside 
  a wall, and sense anything that comes into 
  contact with that wall.  When it does, it comes 
  out of the wall and makes a grabbing attempt. 
  Ceilingmaster 
  This variant of wallmaster crawls the ceiling of a 
  room.  It drops straight down, slamming and 
  grabbing, and then flies straight back up to the 
  ceiling.  Other than that, it is identical to the 
  wallmaster. 
  Floormaster 
  This variant of wallmaster crawls the floor of a 
  room.  It can hurl itself forward, balling into a 
  fist, to attack.  It does not have the phase door 
  ability of a wallmaster. 
  Darkmaster 
  This variant floormaster appears as a black hand 
  and arm emerging from a puddle of darkness.  If 
  this kind of floormaster drags a captured foe into 
  the darkness, it can use the phase door ability as 
  a wallmaster. 
  Zol 
  Small Ooze 
  Hit Dice: 2d8+5 (16 hp) 
  Initiative: +1 (Dex) 
  Speed: 20 ft. 
  Defense: 12 (+1 size, +1 Dex), touch 11, 
  flat-footed 11 
  Base Attack/Grapple: +1/— 
  Attack: Slam +1 melee (1d4) 
  Full Attack: Slam +1 melee (1d4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Splitting 
  Special Qualities: Blindsight, ooze 
  Saves: Fort +0, Ref +1, Will +0 
  
   
   
  212
  Abilities: Str 10, Dex 12, Con 10, Int —, Wis 1, 
  Cha 1 
   
  Environment: Warm underground 
  Organization: Group (4-6) 
  Challenge Rating: 1 
  Treasure: None 
  Focus: None 
  Advancement: — 
  The many underground labyrinths around Hyrule 
  are prime breeding ground for simple life forms, 
  and slimes are plentiful in these warm, moist 
  conditions.  Zols are pear-shaped blobs of 
  protoplasm that hunt in the darkened tunnels, 
  searching for anything that they can eat. 
  Combat 
  Zols operate on simple instincts: if it moves, eat 
  it; if it’s bright, get away.  Zols are not afraid of 
  injury; damage does not impede them, and 
  getting cut in half only makes the zol problem 
  worse. 
  Splitting (Ex): If a zol loses half its hit points in 
  one attack, it splits into two gels. 
  Zora  
  Medium Humanoid (Aquatic) 
  Hit Dice: 1d6-1 (5 hp) 
  Initiative: +1 (Dex) 
  Speed: 30 ft., swim 50 ft. 
  Defense: 13 (+1 Dex, +1 racial, +1 class), 
  touch 13, flat-footed 12 
  Base Attack/Grapple: +0/+0 
  Attack: Fin +0 melee (1d4) 
  Full Attack: Fin +0 melee (1d4) 
  Face/Reach: 5 ft. /5 ft. 
  Special Qualities: Zora traits, performance 
  Saves: Fort -1, Ref +2, Will +3 
  Abilities: Str 10, Dex 13, Con 9, Int 12, Wis 12, 
  Cha 10 
  Skills: Bluff +4, Concentration +3, Hide +3, 
  Listen +5, Perform +4, Sense Motive +5, Spot 
  +5 
  Feats: Alertness 
   
  Environment: Any aquatic 
  Organization: Company (2-4), patrol (11-20 
  plus 2 3rd-level sergeants and 1 leader of 3rd-
  6th 
  level), 
  or 
  tribe 
  (30-100 
  plus 
  100% 
  noncombatants plus 1 3rd-level sergeant per 10 
  adults, 5 5th-level lieutenants, and 3 7th-level 
  captains) 
  Challenge Rating: 1 
  Treasure: Standard 
  Focus: Usually shadow 
  Advancement: By character class 
  Level Adjustment: +0 
  Peaceful and graceful, Zoras are the masters of 
  Zora’s Domain, from which flows all the water in 
  Hyrule. 
  Zoras are tall, lithe, and covered in small, thin 
  scales.  They have large fins on their arms, and 
  male Zoras have a tail-like antenna extending 
  from the back of the head, while a female Zora 
  has a wide, triangular head. 
  Most zoras encountered outside their home are 
  performers; the information in the statistics block 
  is for one of 1st level. 
  Combat 
  Zoras are peaceful creatures, fighting only in 
  self-defense.  They make use of all three 
  dimensions when fighting in the water. 
  Nightmare Monsters 
  So-called “Nightmare monsters” are creatures 
  that have attained great stature and power by 
  virtue of breeding, magical experimentation, or 
  powerful curses.  They are thankfully very rare, 
  possibly unique, and may even no longer exist, 
  thanks to the efforts of adventurers. 
  Aquamentus 
  Large Magical Beast 
  Hit Dice: 4d10+12 (37 hp) 
  Initiative: +1 (Dex) 
  Speed: 10 ft. 
  Defense: 20 (-1 size, +1 Dex, +10 natural) 
  Base Attack/Grapple: +4/+8 
  Attack: Slam +8 melee (1d4+4) or gore +8 
  melee (1d8+4) 
  Full Attack: Slam +8 melee (1d4+4) 
  Face/Reach: 10 ft. /10 ft. 
  Special Attacks: DR 5/magic, Energy spread 
  Saves: Fort +7, Ref +5, Will +1 
  Abilities: Str 18, Dex 12, Con 17, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +6, Spot +6 
  Feats: Alertness 
   
  Environment: Warm underground 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  Although a weak creature compared to other 
  nightmare monsters, Aquamentus is a formidable 
  beast if it is fought without proper preparation. 
  Aquamentus is about 8 feet at the shoulder, with 
  a length of 12 to 14 feet.  It has a pair of 
  vestigial wings and a hard horn on its forehead, 
  and is covered in tough, scaly skin. 
  Aquamentus is only found in certain dungeons, 
  guarding its treasures with ferocity. 
  Combat 
  Aquamentus prefers to fight from a distance and 
  spit energy spreads instead of closing to melee.  
  It does have strong melee attacks, though. 
  Energy 
  Spread 
  (Su): 
  Every 
  1d4 
  rounds, 
  Aquamentus can emit a spread of three energy 
  balls.  These energy balls do 1d4 damage each.  
  One travels straight forward, the others at 45-
  degree angles; anyone caught in the path of the 
  
   
   
  213
  energy ball must make a Reflex save (DC 12) to 
  get out of the way. 
  Arrghus 
  Huge Aberration 
  Hit Dice: 8d8 (28 hp) 
  Initiative: +1 (Dex) 
  Speed: fly 20 ft. (clumsy), 
  swim 30 ft. 
  Defense: 11 (-2 size, +1 
  Dex, +2 racial) 
  Base 
  Attack/Grapple: 
  +6/+14 
  Attack: Slam +8 melee 
  (1d6+8) 
  Full 
  Attack: 
  Slam 
  +8 
  melee (1d6+8) 
  Face/Reach: 10 ft. / 5 ft. 
  Special 
  Qualities: 
  Darkvision 60 ft., DR 10/cold 
  iron, satellites 
  Saves: Fort +2, Ref +3, Will 
  +6 
  Abilities: Str 26, Dex 12, Con 10, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +7, Spot +7 
  Feats: Power Attack 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: Special 
  Focus: Dark 
  Advancement: — 
  Arrghus is a giant sea jelly-like monster with a 
  single gigantic eyeball and a number of small 
  creatures attached to its skin. 
  Ganon created this hideous monstrosity to guard 
  the treasures of the Watergate Dungeon by 
  conducting magical experiments on biris and 
  baris, the sea jellies of Hyrule. 
  Combat 
  Arrghus surrounds itself with little spherical 
  creatures.  If all the creatures are destroyed, it 
  flies high into the air and tries to slam down its 
  attacker, swimming around the room as it tries 
  to make another slam. 
  Satellites (Ex): Arrghus has a 
  number 
  of 
  Tiny 
  crustaceans 
  floating around him.  They 
  have a Defense 15 and 5 
  hp, 
  and 
  have 
  to 
  be 
  removed from his body 
  before 
  they 
  can 
  be 
  attacked. 
  Digdogger 
  Huge Aberration 
  Hit Dice: 6d8+24 (43 
  hp) 
  Initiative: +0 
  Speed: Fly 20 ft. (poor) 
  Defense: 18 (-2 size, +10 
  natural) 
  Base 
  Attack/Grapple: 
  +4/+9 
  Attack: 
  Slam 
  +9 
  melee 
  (1d6+5) 
  Full Attack: Slam +9 melee 
  (1d6+5) 
  Face/Reach: 10 ft. /0 
  Special 
  Qualities: 
  DR 
  10/silver, 
  sonic 
  weakness, 
  unguarded eye 
  Saves: Fort +0, Ref +0, Will 
  +0 
  Abilities: Str 20, Dex 11, Con 
  18, Int 6, Wis 10, Cha 5 
  Skills: Listen +8, Spot +8 
   
  Environment: Warm underground 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: Special 
  Focus: None 
  Advancement: 7-12 HD (Huge) 
  Digdogger is a gigantic creature resembling a sea 
  urchin, with a huge eye at its core.  It is a spiky, 
  circular creature, lined with short, yet powerful 
  tentacles, and covered in a tough hide. 
  Digdogger has been encountered in two sizes: it 
  first appears as a large creature, but after its 
  weakness is exploited, it splits into three smaller 
  creatures. 
  Combat 
  Digdogger does not fear conventional weapons.  
  Its eye, its only weak point, is outside melee 
  range for most attackers.  However, Digdogger 
  fears a certain kind of sound. 
  Sonic Weakness (Ex): If Digdogger is exposed 
  to a loud noise (such as that made by a flute), it 
  will burst into three Medium Digdoggers, each 
  with a third of the creature's total hit points.  The 
  Medium Digdoggers do not have this weakness. 
  Unguarded Eye (Ex): Digdogger’s eye is its 
  weak point. It is a target one size smaller than 
  Digdogger, but it has none of Digdogger’s racial 
  Defense (Defense 8; 10 for Medium). 
  Dodongo 
  Large Magical Beast 
  Hit Dice: 9d10+81 (123 
  hp) 
  Initiative: +0 
  Speed: 20 ft., burrow 20 
  ft. 
  Defense: 29 (-1 size, 
  +20 racial) 
  Base Attack/Grapple: 
  +9/+19 
  Attack: 
  Bite 
  +19 
  melee (2d6+10) 
  
   
   
  214
  Full Attack: Bite +19 melee (2d6+10) 
  Face/Reach: 10 ft. /10 ft. 
  Special Attacks: Roll, fire breath 
  Special 
  Qualities: 
  Dislikes 
  smoke, 
  DR 
  15/adamantine, scent 
  Saves: Fort +15, Ref +6, Will +3 
  Abilities: Str 30, Dex 10, Con 28, Int 5, Wis 10, 
  Cha 5 
  Skills: Listen +8, Spot +9 
   
  Environment: Warm underground 
  Organization: Solitary or trio 
  Challenge Rating: 12 
  Treasure: None or special 
  Focus: None 
  Advancement: 10-15 HD (Large); 16-20 HD 
  (Huge) 
  The dodongo is the only natural predator of the 
  goron race.  These creatures can reach lengths in 
  excess of 15 feet, and can exceed a height of 10 
  feet at the shoulder; surprising, considering that 
  dodongo young hatch from eggs the length of a 
  hylian’s outstretched hand. 
  Dodongos 
  are 
  primarily 
  found 
  in 
  Dodongo’s 
  Cavern 
  within 
  Death 
  Mountain, though they have 
  been seen in other places 
  around Hyrule, subsisting on 
  other creatures. 
  Combat 
  Covered in thick natural armor, 
  a dodongo is virtually invincible 
  to conventional weapons.  The 
  creature’s one weakness is that 
  it reflexively swallows anything 
  that gets in its mouth.  A 
  dodongo will trample anything 
  small that get in its way and eat what it 
  can.  When it isn’t hungry, the creature either 
  crushes or burns anything that attacks it. 
  Roll (Ex): A dodongo can curl up and roll just as 
  well as a goron, and can make 90-degree turns 
  with accuracy. 
  Fire Breath (Su): Every 1d4 rounds, a dodongo 
  can breathe a line of fire 30 feet long (Reflex DC 
  14 for half damage) causing 8d6 points of 
  damage. 
  Dislikes Smoke (Ex): Dodongo is almost 
  invulnerable; the only sure way to damage one is 
  to throw a bomb into its mouth.  It will 
  reflexively swallow it, and the explosion will deal 
  full damage (no save). 
  Gleeok 
  Large Dragon 
  Hit Dice: 8d12+40 (98 hp) 
  Initiative: +0 
  Speed: 40 ft., fly 100 ft. (poor) 
  Defense: 22 (-1 size, +13 racial) 
  Base Attack/Grapple: +8/+13 
  Attack: Bites +14 melee (2d6+5) 
  Full Attack: 3 bites +14 melee (2d6+5) and 2 
  wings +9 melee (1d6+2) or tail slap +9 melee 
  (1d8+7) 
  Face/Reach: 10 ft. /10 ft. 
  Special Attacks: Energy breath 
  Special Qualities: DR 10/magic, Multiheaded, 
  scent 
  Saves: Fort +11, Ref +6, Will +8 
  Abilities: Str 20, Dex 10, Con 20, Int 12, Wis 
  14, Cha 11 
  Skills: Listen +10, Search +9, Spot +10 
  Feats: Weapon Focus (bite) 
   
  Environment: Warm underground 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: Special 
  Alignment: Always chaotic evil 
  Advancement: 9-14 HD (Large) 
  Gleeok is a dragon with three or more heads.  
  They live underground and guard treasures of 
  legendary status. 
  A Gleeok resembles a green dragon with small 
  wings, 
  two 
  legs, 
  and 
  a 
  potbelly.  A Gleeok has not 
  been seen to fly, although it 
  is possible that its inherently 
  magical 
  nature 
  allows 
  its 
  miniscule wings to pull it into the 
  air. 
  Combat 
  If one of Gleeok’s heads is 
  removed, the head will continue 
  to fight, flying with a fly speed of 
  20 feet and breathing its breath weapon 
  at every opportunity.  If Gleeok loses all of its 
  heads, all the flying heads fall to the ground and 
  die instantly. 
  Energy Breath (Su): Each head can breathe a 
  ball of energy every other round as a standard 
  ranged attack (+8 attack bonus, 2d10, Ref DC 19 
  half). 
  Multiheaded (Ex): Gleeok has three heads at 
  8HD, four at 11, and five at 14.  Each additional 
  head grants +1 to racial Defense, another bite 
  attack and breath weapon, +2 Constitution, and 
  a +2 racial bonus to Listen, Search, and Spot 
  checks. 
  Gohma 
  Large Aberration 
  Hit Dice: 4d8+12 (38 hp) 
  Initiative: +1 (Dex) 
  Speed: 50 ft. 
  Defense: 22 (-1 size, +1 Dex, +12 racial) 
  Base Attack/Grapple: +3/+7 
  Attack: Slam +7 melee (1d6+4) 
  Full Attack: 2 slams +7 melee (1d6+4) 
  Face/Reach: 10 ft. /10 ft. 
  Special Qualities: DR 5/-, Unarmored eye 
  Saves: Fort +4, Ref +2, Will +4 
  
   
   
  215
  Abilities: Str 18, Dex 13, Con 16, Int 4, Wis 10, 
  Cha 4 
  Skills: Listen +8, Spot +8 
  Feats: Alertness 
   
  Environment Warm underground 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Focus: None 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
  Gohma is a parasitic armored arachnid.  It infests 
  large living things such as trees, and it absorbs 
  the nutrients that its host takes in, slowly killing 
  the host and spawning young Gohmas to repeat 
  the process. 
  Gohma looks like a gigantic crab-like creature, 
  with a pair of small claws sticking out of its back, 
  and a single large eye staring out up front. 
  Combat 
  Gohma fights passively, letting attackers wear 
  themselves out against its impenetrable shell, 
  and then it goes in for the kill. 
  Unarmored Eye (Ex): Gohma’s eye is its weak 
  point.  It is a target four sizes smaller than 
  Gohma, but it has none of Gohma’s racial 
  Defense or damage reduction (total Defense 15). 
  Helmasaur King 
  Large Magical Beast 
  Hit Dice: 5d10+5 (36 hp) 
  Initiative: +1 (Dex) 
  Speed: 20 ft. 
  Defense: 15 (-1 size, +1 Dex, +5 racial) 
  Base Attack/Grapple: +5/+11 
  Attack: Tail slap +11 melee (2d6+6) 
  Full Attack: Tail slap +11 melee (2d6+6) 
  Face/Reach: 10 ft. /5 ft. 
  Special Attacks: Fireball 
  Special Qualities: Darkvision 60 ft., low-light 
  vision, armored head, weak point 
  Saves: Fort +5, Ref +5, Will +1 
  Abilities: Str 22, Dex 12, Con 12, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +5, Spot +4 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  Small creatures called Helmasaurs populate the 
  Palace of Darkness in the Dark World.  They have 
  virtually impenetrable armor plates on their 
  heads, so they cannot be damaged from the 
  front. 
  Ganon chose the Helmasaur to guard the 
  treasures of the Palace of Darkness, and used a 
  combination of spells to enlarge one of the 
  creatures, gift it with a spiked tail and the ability 
  to breathe fire, dubbed it Helmasaur King, and 
  placed it in the Palace. 
  Combat 
  Helmasaur King always moves to face its foes, 
  keeping them in sight so it can strike with its tail 
  or breathe fire on them.  The creature is only as 
  intelligent as its smaller brethren, so it can be 
  fooled easily. 
  Armored Head (Ex): Helmasaur King’s head 
  armor has a hardness of 10 and 15 hp.  It has to 
  be broken before Helmasaur King’s weak point 
  can be attacked. 
  Fireball (Su): Every 1d4 rounds, Helmasaur 
  King can spit a small fireball for 1d6 hp of fire 
  damage (+6 ranged).  The fireball splits into 
  three smaller fireballs that spread outward from 
  the point of splitting, each doing 1d4 hp of fire 
  damage (+4 ranged). 
  Weak Point (Ex): Helmasaur King has a small 
  green spot between its eyes, beneath its head 
  armor.  This point is a medium-sized target and 
  has none of Helmasaur King’s natural damage 
  reduction. 
  Kholdstare 
  Large Aberration (Cold) 
  Hit Dice: 6d8+12 (34 hp) 
  Initiative: +0 
  Speed: 20 ft. 
  Defense: 14 (-1 size, +5 racial) 
  Base Attack/Grapple: +4/+9 
  Attack: Slam +9 melee (2d4+5 plus cold) 
  Full Attack: Slam +9 melee (2d4+5 plus cold) 
  Face/Reach: 5 ft. / 0 
  Special Attacks: Cold aura 
  Special Qualities: Cold subtype, darkvision 60 
  ft. 
  Saves: Fort +4, Ref +2, Will +5 
  Abilities: Str 20, Dex 10, Con 14, Int 3, Wis 10, 
  Cha 3 
  Skills: Search +5, Spot +11 
  Feats: Alertness 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  Kholdstare is a large eye frozen in a block of ice.  
  If it is released, it can split into three equal-sized 
  creatures. 
  Ganon created Kholdstare with his evil magic 
  because he needed a guardian for the treasures 
  of the Ice Palace. 
  Combat 
  Kholdstare has no real attacks of its own; blocks 
  of ice randomly fall from above, but it isn’t 
  known if Kholdstare controls them.  A nimbus of 
  numbing cold surrounds it at all times. 
  
   
   
  216
  Cold Aura (Ex): Anyone touching Kholdstare 
  with a bare hand or unarmed attack takes 1d4 hp 
  of cold damage and has to make a Fortitude save 
  (DC 15) or be stunned for one round. 
  Cold Subtype (Ex): Immune to cold, double 
  damage from fire unless a save is made for half 
  damage. 
  Lanmola 
  Large Aberration 
  Hit Dice: 3d8+9 (30 hp) 
  Initiative: +1 (Dex) 
  Speed: Burrow 20 ft. 
  Defense: 12 (-1 size, +1 Dex, +2 racial) 
  Base Attack/Grapple: +2/+6 
  Attack: Slam +6 melee (1d10+4) 
  Full Attack: Slam +6 melee (1d10+4) 
  Face/Reach: 10 ft. / 0 
  Special Attacks: Eruption 
  Special Qualities: Darkvision 60 ft., glide, 
  tremorsense 
  Saves: Fort +4, Ref +2, Will +3 
  Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +5, Spot 
  +5 
   
  Environment: Special 
  Organization: Trio 
  Challenge Rating: 3 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  With serpentine grace, the 
  snake-like lanmolas slide 
  beneath the desert sands 
  and erupt from the ground 
  to glide through the air and 
  strike. 
  Lanmolas are segmented worm-like creatures 
  with a tough olive hide.  They crawl through the 
  ground with a series of powerful nodules along 
  their sides.  When they leap from the sand, a 
  thin, yet strong membrane spreads between the 
  nodules, creating long “wings” that the creature 
  uses to glide for brief distances. 
  Combat 
  Using their tremorsense, lanmolas burrow close 
  to potential prey, erupt from the ground, and 
  attempt to slam the prey down to the ground.  
  They often hunt in groups of three; the 
  significance of that number is unknown. 
  Eruption (Ex): When a lanmola jumps out of 
  the ground, it expels small rocks with great force 
  in four cardinal directions.  These rocks have a 
  ranged attack bonus of +1, and do 1d2+4 points 
  of damage. 
  Glide (Ex): By jumping out of the ground, a 
  lanmola can glide through the air for a maximum 
  of 20 feet before falling back to the ground. 
  Tremorsense 
  (Ex): 
  Lanmolas 
  can 
  sense 
  anything touching the ground within 60 feet. 
  Manhandala 
  Huge Aberration 
  Hit Dice: 6d8+18 (51 hp) 
  Initiative: +1 (Dex) 
  Speed: Fly 20 ft. (average) 
  Defense: 17 (-2 size, +1 Dex, +8 racial) 
  Base Attack/Grapple: +4/+8 
  Attack: Bite +8 melee (2d6+4) 
  Full Attack: Bite +8 melee (2d6+4) or energy 
  ball +5 ranged touch (1d6) 
  Face/Reach: 10 ft. /10 ft. 
  Special Attacks: Breath weapons 
  Special Qualities: Blindsight, can't be flanked, 
  DR 3/-, speed-up 
  Saves: Fort +4, Ref +2, Will +4 
  Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 10, 
  Cha 3 
  Skills: Listen +7, Spot +7 
  Feats: Multiattack 
   
  Environment: Warm underground 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: Special 
  Focus: None 
  Advancement: 6-10 HD (Large) 
  Manhandala is a large, 
  subterranean 
  plant-like 
  creature with four biting 
  appendages.  It floats 
  about as its “jaws” snap 
  at 
  potential 
  prey, 
  occasionally spitting out 
  balls of energy when it’s 
  too far to bite. 
  Manhandala “sees” by means of primitive sonar; 
  it can’t “see” too far, though. 
  Combat 
  Manhandala attacks anything it “sees” moving. 
  Speed-Up (Ex): When Manhandala loses ¼ of 
  its hit points, it loses an “arm” and its speed 
  increases by 10 feet. 
  Moldorm 
  Huge Aberration 
  Hit Dice: 8d8+24 (55 hp) 
  Initiative: +5 (+1 Dex, +4 Improved Init.) 
  Speed: 20 ft. 
  Defense: 13 (-2 size, +1 Dex, +4 racial) 
  Base Attack/Grapple: +6/+10 
  Attack: Slam +10 melee (1d88+4) 
  Full Attack: Slam +10 melee (1d8+4) 
  Face/Reach: 20 ft. / 0 
  Special 
  Qualities: 
  Darkvision 
  60 
  ft., 
  DR 
  10/magic, speed-up, unguarded tail 
  Saves: Fort +5, Ref +3, Will +6 
  Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 10, 
  Cha 5 
  
   
   
  217
  Skills: Listen +9, Spot +9 
  Feats: Improved Initiative 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  The Moldorm is a gigantic segmented worm-like 
  creature, with a pair of large eyes on its head 
  section.  It moves on rows of tiny, powerful legs. 
  A smaller version of Moldorm has been found in 
  the caves of Death Mountain; these creatures are 
  called “Tails,” and most sages agree that the 
  giant Moldorm is an exceptional specimen of tail. 
  Combat 
  Moldorm shares many of its smaller kin’s tactics, 
  though its great size allows it to inflict more 
  damage with each swipe of its massive body. 
  Unguarded Tail (Ex): 
  Moldorm’s tail is a Small 
  target without any of 
  Moldorm’s 
  natural 
  damage reduction. 
  Speed-Up 
  (Ex): 
  Moldorm’s base speed 
  increases by 5 feet every 
  time its tail is struck. 
  Mothula 
  Large Magical Beast 
  Hit Dice: 9d10 (54 hp) 
  Initiative: +2 (Dex) 
  Speed: 20 ft., fly 20 ft. (perfect) 
  Defense: 14 (-1 size, +2 Dex, +3 
  racial) 
  Base Attack/Grapple: +9/+9 
  Attack: Slam +9 melee (3d4) 
  Full Attack: Slam +9 melee (3d4) 
  or 
  energy spread +11 ranged (2d6) 
  Face/Reach: 5 ft. / 5 ft. 
  Special Attacks: Energy spread 
  Special 
  Qualities: 
  Darkvision 
  60 
  ft., 
  fire 
  vulnerability, low-light vision 
  Saves: Fort +6, Ref +8, Will +3 
  Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 10, 
  Cha 9 
  Skills: Listen +12, Search +4, Spot +12 
  Feats: Alertness 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: Special 
  Focus: Always dark 
  Advancement: — 
  Appearing as a mutant moth-creature larger than 
  a human being, Mothula guards the Skull 
  Dungeon with its very life, feeding on any 
  creature foolish enough to attempt to get near it. 
  Ganon created Mothula by accident, but upon 
  discovering its newfound aggressive tendencies 
  and its inability to discern friend from food, he 
  had it placed in the Skull Dungeon beneath the 
  Skull Woods. 
  Combat 
  Mothula resides in a chamber with a moving floor 
  and numerous stationary traps.  As it hovers 
  about, striking with energy spreads, the floor 
  changes directions, moving the traps around the 
  chamber.  Mothula fears fire and always attempts 
  to flee from any source of flame. 
  Energy 
  Spread 
  (Su): 
  Every 
  1d6 
  rounds, 
  Mothula can unleash a wave of energy rings. 
  Fire Vulnerability (Ex): Mothula takes double 
  damage from fire-based attacks if it fails its save. 
  Trinexx 
  Huge Aberration (Cold, Fire) 
  Hit Dice: 12d8+60 (105 hp) 
  Initiative: +0 
  Speed: 30 ft. 
  Defense: 14 (-2 size, +6 
  racial) 
  Base 
  Attack/Grapple: 
  +9/+17 
  Attack: Bite +18 melee 
  (2d8+8) 
  Full Attack: 2 bites 
  +18 melee (2d8+8) 
  Face/Reach: 10 ft. / 5 ft. 
  Special Attacks: Breath weapons 
  Special Qualities: Cold subtype, 
  damage 
  reduction 
  5/adamantine, darkvision 60 ft., fire 
  subtype, multiheaded, unguarded 
  midsection 
  Saves: Fort +9, Ref +4, Will +8 
  Abilities: Str 26, Dex 10, Con 
  20, Int 6, Wis 10, Cha 3 
  Skills: Listen +16, Spot +16 
  Feats: Alertness, Weapon Focus (bite) 
   
  Environment: Turtle Rock underground 
  Organization: Solitary 
  Challenge Rating: 15 
  Treasure: Special 
  Focus: None 
  Advancement: — 
  A bizarre monster, Trinexx inhabits the Turtle 
  Rock dungeon of Death Mountain, where it feeds 
  on the myriad small creatures that also live in 
  the dungeon. 
  One of Ganon’s fiercest creations, Trinexx is a 
  snake-like 
  creature 
  with 
  two 
  extra 
  heads 
  branching off from its neck; one blue, which 
  breathes a bone-chilling frost, and a red one, 
  which breathes lava-hot flames.  It keeps its 
  middle head and most of its body enclosed within 
  a stony shell. 
  
   
   
  218
  Combat 
  Trinexx keeps most of its body inside its shell, 
  fighting with its fire and cold heads.  It has 
  enough intelligence to know that its cold breath 
  freezes the ground, and attempts that in order to 
  disable its enemies. 
  Breath Weapons (Su): Trinexx has two breath 
  weapons, a line of fire (8d4 fire) from its right 
  head, and a cone of cold (8d4 cold) from its left 
  head.  The cone of cold also coats the ground in 
  the cone's area of effect with a thick layer of ice, 
  forcing any character in the area to make a 
  Balance check (DC 15) to move normally. 
  Cold Subtype: Left head only; immune to cold 
  damage, double damage from fire except on a 
  successful save for half. 
  Fire Subtype: Right head only; immune to fire 
  damage, double damage from cold except on a 
  successful save for half. 
  Multiheaded 
  (Ex): 
  Trinexx has three 
  heads; one head is 
  normal, 
  its 
  left 
  head has the Cold 
  subtype, and its 
  right head has 
  the 
  Fire 
  subtype. If one 
  head takes one-
  third of Trinexx’s total 
  hit points in damage, the 
  head dies. 
  Unguarded 
  Midsection 
  (Ex): Trinexx’s midsection is 
  a 
  Medium-size 
  target 
  without 
  any 
  natural 
  damage 
  reduction 
  (Defense 16).  
  Trinexx 
  wears a shell 
  of hewn stone, 
  and only throws 
  it off after its fire 
  and cold heads are killed. 
  Vitreous 
  Huge Aberration 
  Hit Dice: 9d8+36 (80 hp) 
  Initiative: +0 
  Speed: 20 ft. 
  Defense: 10 (-2 size, +2 racial) 
  Base Attack/Grapple: +6/+13 
  Attack: Slam +13 melee (2d4+7) 
  Full Attack: Slam +13 melee (2d4+7) 
  Face/Reach: 10 ft. /0 
  Special Attacks: Lightning blast 
  Special Qualities: Darkvision 60 ft., low-light 
  vision 
  Saves: Fort +7, Ref +3, Will +6 
  Abilities: Str 25, Dex 11, Con 18, Int 3, Wis 10, 
  Cha 3 
  Skills: Listen +10, Spot +20* 
  Feats: Alertness 
   
  Environment: Special 
  Organization: Solitary 
  Challenge Rating: 8 
  Treasure: Special 
  Focus: None 
  Advancement: -- 
  Created by the horrible magic of Ganon, Vitreous 
  is a gigantic, all-seeing eye, sitting in a puddle of 
  slime with a myriad of smaller eyes sitting in 
  front of it.  It guards the treasures hidden at the 
  center of the Misery Mire maze in the Dark 
  World. 
  Combat 
  Vitreous starts combat by sitting in slime, 
  sending smaller eyes to attack 
  (Small aberrations, 1d8 hp, 
  slam +0 melee, 1 hp 
  damage), 
  and 
  emitting lightning 
  blasts 
  from 
  its 
  pupil.  When it 
  loses all of its 
  smaller eyes, 
  Vitreous 
  jumps out of 
  the 
  slime 
  puddle 
  and 
  starts charging. 
  Lightning 
  Blast 
  (Su): 
  Every 
  4 
  rounds, 
  Vitreous can constrict its pupil 
  and release a 30 foot cone of 
  lightning. 
  Skills: 
  *Vitreous 
  gets a +10 racial 
  bonus 
  to 
  Spot 
  checks. 
  Volvagia 
  Huge 
  Dragon 
  (Fire) 
  Hit Dice: 26d12+156 (322 hp) 
  Initiative: +4 (Improved Init.) 
  Speed: 40 ft., fly 150 ft. (poor) 
  Defense: 22 (-2 size, +14 natural), touch 8, 
  flat-footed 22 
  Base Attack/Grapple: +26/+37 
  Attack: Bite +37 melee (2d8+11) 
  Full Attack: Bite +37 melee (2d8+11) and 2 
  claws +35 melee (2d6+5) or tail sweep +35 
  melee (2d6+16, Ref DC 28 half) or crush +35 
  melee (2d8+16 plus pin, Ref DC 28 negates) 
  Face/Reach: 15 ft. /10 ft. (20 ft. with bite) 
  Special Attacks: Breath weapon (100 ft. line of 
  fire, 14d10, Ref DC 28 half), frightful presence 
  (DC 26) 
  
   
   
  219
  Special 
  Qualities: 
  Immunities, 
  cold 
  vulnerability, 
  blindsense, 
  keen 
  senses, 
  DR 
  10/magic, SR 23 
  Saves: Fort +20, Ref +14, Will +18 
  Abilities: Str 33, Dex 10, Con 23, Int 18, Wis 
  19, Cha 18 
  Skills: Appraise +33, Bluff +33, Intimidate +33, 
  Jump +40, Knowledge (nature) +33, Knowledge 
  (history) +33, Listen +35, Search +33, Sense 
  Motive +33, Spot +35 
  Feats: Alertness, Flyby Attack, Hover, Improved 
  Initiative, Multiattack, Power Attack, Snatch, 
  Wingover 
   
  Environment: Death Mountain 
  Organization: Solitary 
  Challenge Rating: 18 
  Treasure: Special 
  Focus: Dark 
  Advancement: — 
  Hundreds of years ago, Death Mountain was the 
  territory of the fearsome lava dragon known as 
  Volvagia.  It ruled the goron people with an iron 
  claw, demanding frequent tributes and generally 
  making life as a goron rather unpleasant. 
  This persisted until a single goron warrior 
  confronted the dragon and smote it with his 
  mighty hammer.  The blows echoed throughout 
  Death Mountain with Volvagia’s death cries, and 
  the weapon came to be known as the Megaton 
  Hammer. 
  Generations passed, and the legend of Volvagia 
  faded into myth, and it stayed that way until the 
  evil thief Ganondorf Dragmire obtained the 
  Triforce, and his evil wish resurrected Volvagia 
  from the lava of Death Mountain, as strong as 
  ever and totally under his control.  He used the 
  beast to subjugate the gorons again, but King 
  Darunia, a descendant of the warrior who 
  defeated Volvagia, entered the Fire Temple in 
  Death Mountain’s crater to find the Megaton 
  Hammer and defeat it. 
  Combat 
  Volvagia’s lair is a flat slab of rock in the lava of 
  Death Mountain’s caldera, with a number of large 
  holes that Volvagia can fly into.  From these 
  holes, it uses its breath weapon and figures out a 
  strategy for fighting its enemies; however, its 
  head is very vulnerable shortly before using its 
  breath weapon in this way. 
  When it flies high into the air, Volvagia shakes 
  some loose rocks from its lair’s ceiling; these are 
  regular 50 lb. rocks falling from 50 feet. 
  Immunities (Ex): Sleep, paralysis, and fire. 
  Cold Vulnerability (Ex): Volvagia takes double 
  damage from cold-based attacks on a failed 
  save.
  
   
   
  220
  Chapter 13 Treasure and Glory 
  The Legend of Zelda has always featured unique 
  and valuable treasures.  From the ancient 
  defensive blue and red rings, to the Wind Waker 
  itself, the lands of Hyrule and beyond are home 
  to a plethora of magical items, trinkets, and 
  artifacts 
  worthy 
  of 
  a 
  lifetime 
  of 
  fantastic 
  adventures.   
  Presented in this chapter are some of the most 
  famous magical items, treasures, and artifacts 
  that are hallmark to the series.  You’ll find 
  complete rules for each item and artifact 
  detailing exactly what functions and properties 
  they have.  How to give these treasures out and 
  when to do so are decisions every GM must make 
  – after all, such loot is an essential part of every 
  Legend 
  of 
  Zelda 
  D20 
  campaign. 
   
  Being 
  considerate of the power of the items in 
  comparison to the challenges the characters will 
  be facing is important. 
  Magic Items 
  Armor 
  Azure Mail: This suit of +1 chainmail grants the 
  wearer damage reduction 5 / -. 
  Strong abjuration; CL 12th; Craft Magic Arms & 
  Armor; price 51,300 rp; weight 40 lbs. 
  Blaze Shield: This +1 small steel shield grants 
  the wielder fire resistance 10. 
  Faint abjuration; CL 3rd; Craft Magic Arms & 
  Armor, resist energy; price 20,129 rp; weight 6 
  lbs. 
  Crimson Mail: This suit of +3 splintmail grants 
  the wearer damage reduction 10 / -. 
  Strong abjuration; CL 14th; Craft Magic Arms & 
  Armor; price 200,350 rp; weight 45 lbs. 
  Ice Shield: This +1 small steel shield grants the 
  wielder Cold Resistance 10. 
  Faint abjuration; CL 3rd; Craft Magic Arms & 
  Armor, resist energy; price 20,129 rp; weight 6 
  lbs. 
  Jade Mail: This suit of +1 studded leather grants 
  the wearer damage reduction 3 / -. 
  Strong abjuration; CL 16th; Craft Magic Arms & 
  Armor; price 8,175 rp; weight 20 lbs. 
  Lightning Shield: This +1 small steel shield 
  grants the wielder electricity resistance 10. 
  Faint abjuration; CL 3rd; Craft Magic Arms & 
  Armor; resist energy; price 20,129 rp; weight 6 
  lbs. 
  Mirror Shield: This +3 large steel shield will 
  reflect all energy missile and ray spells of 4th 
  level or less targeting the wielder back to the 
  caster.  Doing so requires the wielder to make a 
  ranged touch attack roll as a free action.  This 
  does not provoke an attack of opportunity and 
  may be done only against one spell per round. 
  Strong abjuration; CL 14th, Craft Magic Arms & 
  Armor, spell turning; price: 128,170 rp; weight 
  15 lbs. 
  Silver Mail: This suit of +5 platemail grants the 
  wearer damage reduction 15 / -. 
  Strong abjuration; CL 18th; Craft Magic Arms & 
  Armor; price 251,650 rp; weight 50 lbs. 
  Weapons 
  Biggoron 
  Sword: 
  The 
  legendary 
  Biggoron 
  created this +3 huge greatsword. It is enchanted 
  so that a medium-sized or larger creature can 
  wield it in two hands, and provides a +2 
  enhancement bonus to Strength when used. 
  When used by a medium-sized or large creature, 
  they can only make a standard attack, as a full 
  attack action, but they may gain the benefit of 
  the Great Cleave feat free. 
  Strong evocation; CL 18th; Craft Magic Arms & 
  Armor, bull's strength, creator must have the 
  Cleave feat; price 22,450 rp; weight 16 lbs. 
  Darkstone: This stone is imbued with the 
  deathly ability of Shadow magic, and will cause 1 
  point of temporary ability damage to the target’s 
  Strength, Dexterity, and Constitution scores.  A 
  ranged attack roll must be made to successfully 
  strike a target with this stone, unless the wielder 
  can otherwise bring the stone into contact with 
  the target’s person.  Attacking with this stone 
  counts as an armed attack and does not provoke 
  an attack of opportunity.  Once used, the stone 
  becomes mundane and may not be used again. 
  These stones may be fired from slingshots and 
  slings. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, any Shadow aspect spell; price 2,000 rp 
  (50); weight 8 lbs (50). 
  Earth Stone: This stone is imbued with the 
  natural power of Forest magic, and deals +1d6 
  Damage to undead.  A ranged attack roll must be 
  made to successfully strike a target with this 
  stone, unless the wielder can otherwise bring the 
  stone into contact with the target’s person.  
  Attacking with this stone counts as an armed 
  attack and does not provoke an attack of 
  opportunity.  Once used, the stone becomes 
  mundane and may not be used again.  These 
  stones may be fired from slingshots and slings. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, any Forest aspect spell; price 2,000 rp 
  (50); weight 8 lbs (50). 
  Frost Arrow: This arrow is imbued with the 
  frosty power of Water magic, and deals +1d6 
  cold damage. 
  Moderate evocation; CL 8th; Craft Magic Arms & 
  Armor, any Water aspect spell; price 2,350 rp 
  (50); weight 7.5 lbs (50). 
  
   
   
  221
  Hyper Slingshot: This +1 slingshot allows you 
  to fire three stones or bullets at the same target 
  in a single attack. Each has a separate attack 
  roll, and there is a –2 penalty for every stone or 
  bullet fired after the first. 
  Faint evocation; CL 5th; Craft Magic Arms and 
  Armor; price 2,350 rp; weight 1 lb. 
  Ice Bolt: This bolt is imbued with the icy forces 
  of Water magic, and will freeze the target, 
  cutting their current movement speed in half, 
  and giving a -2 enhancement penalty to Strength 
  and Dexterity scores for 2d4 rounds. 
  Moderate evocation; CL 8th; Craft Magic Arms & 
  Armor, chill metal or ice storm; price 2,350 rp 
  (50); weight 5 lbs (50). 
  Inferno Arrow: This arrow is imbued with the 
  flaming power of Fire magic, and deals +1d6 fire 
  damage. 
  Moderate evocation; CL 8th; Craft Magic Arms & 
  Armor, any Fire aspect spell; price 2,350 rp (50); 
  weight 7.5 lbs (50). 
  Lava 
  Stone: 
  This 
  stone 
  is 
  imbued 
  with 
  combustible Fire Magic, and will set fire to the 
  target (causing an additional 1d6 points of 
  damage each round until extinguished) if they 
  fail a Reflex save (DC 20). A ranged attack roll 
  must be made to successfully strike a target with 
  this stone, unless the wielder can otherwise bring 
  the stone into contact with the target’s person.  
  Attacking with this stone counts as an armed 
  attack and does not provoke an attack of 
  opportunity.  Once used, the stone becomes 
  mundane and may not be used again.  These 
  stones may be fired from slingshots and slings. 
  Moderate evocation; CL 8th; Craft Magic Arms & 
  Armor, any Fire aspect spell; price 2,350 rp (50); 
  weight 25 lbs. 
  Light Bolt: This bolt is imbued with the 
  illuminating power of Light magic, and deals 
  +1d6 Damage to creatures summoned using 
  either Conjuration or Illusion magical effects. 
  Faint evocation; CL 5; Craft Magic Arms & Armor, 
  any Light aspect spell; price 2,350 rp (50); 
  weight 8 lbs (50). 
  Megaton 
  Hammer: 
  This 
  +2 
  cold 
  iron 
  Warhammer grants a +4 enhancement bonus to 
  the wielder’s Strength score while used. 
  Strong evocation; CL 16th; Craft Magic Arms & 
  Armor, bull's strength, creator must be a Goron; 
  price 16,362 rp; weight 6 lb. 
  Radiant Arrow: This arrow is imbued with the 
  blinding properties of Light Magic, and will affect 
  the target as if they had been affected by a light 
  spell. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, light; price 1,350 rp (50); weight 8 lbs 
  (50). 
  Shadow Bolt: This bolt is imbued with the 
  nebulous power of Shadow magic, and deals 
  +1d6 damage to light-focused creatures. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, any Shadow aspect spell; price 2,350 rp 
  (50); weight 8 lbs (50). 
  Silver Arrow: This arrow is imbued with the 
  radiant power of Spirit magic, and deals +1d6 
  damage to dark-focused creatures. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, any Spirit aspect spell; price 2,350 rp 
  (50); weight 8 lbs (50). 
  Spirit Stone: This stone is imbued with the 
  divine might of Spirit Magic, and will affect the 
  target as if they had been affected by a dispel 
  magic spell.  A ranged attack roll must be made 
  to successfully strike a target with this stone, 
  unless the wielder can otherwise bring the stone 
  into contact with the target’s person.  Attacking 
  with this stone counts as an armed attack and 
  does not provoke an attack of opportunity.  Once 
  used, the stone becomes mundane and may not 
  be used again.  These stones may be fired from 
  slingshots and slings. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, any Spirit aspect spell; price 2,000 rp 
  (50); weight 8 lbs (50). 
  Striking Boomerang: This +1 boomerang can 
  be used to stun opponents at a distance, and any 
  target struck by a ranged touch attack must 
  make a Fortitude save (DC is equal to the attack 
  roll +5) or be stunned for 1d4+1 rounds. If you 
  miss when throwing a boomerang, it returns to 
  you and you may catch it with a Dexterity check 
  (DC 13) as a free action. The magic boomerang 
  has a range increment of 30 feet. 
  Faint evocation; CL 5th; Craft Magic Arms and 
  Armor; price 2,350 rp; weight 0.1 lbs. 
  Trapper’s Arrow: This arrow is imbued with the 
  power of Forest magic, and will bind the target as 
  if they had been affected by a web spell. 
  Faint evocation; CL 5th; Craft Magic Arms & 
  Armor, web; price 2,350 rp (50); weight 8 lbs 
  (50). 
  Charms 
  Charms are normal small baubles, amulets, and 
  other 
  seemingly-insignificant 
  tokens. 
   
  Each 
  charm holds a maximum of 2d4 charges when 
  discovered.  Each use of a charm’s power costs 
  one charge and lasts for the length of time 
  indicated in the charm’s description (if any at 
  all).  All charms used function at the caster level 
  they were created at (roll 1d20 when the charm 
  is discovered). 
  Charms have no appreciable weight. 
  Health Charm, Greater: When touched, this 
  charm casts a heal spell on the target touching it. 
  Strong conjuration; CL 11th; Craft Wondrous 
  Item, heal; price 3,300 rp. 
  Health Charm, Major: When touched, this 
  charm casts a cure serious wounds spell on the 
  target touching it. 
  
   
   
  222
  Moderate conjuration; CL 8th; Craft Wondrous 
  Item, 
  cure 
  serious wounds; price 
  750 
  rp 
  (2d8+5), 1,200 rp (3d8+8). 
  Health Charm, Minor: When touched, this 
  charm casts a cure light wounds spell on the 
  target touching it. 
  Faint conjuration; CL 3rd; Craft Wondrous Item, 
  cure light wounds; price 50 rp (1d8+1), 150 rp 
  (1d8+3). 
  Light Charm, Major: When used, this charm 
  casts a daylight spell centered upon the user. 
  This lasts for 1 hour. 
  Moderate evocation; CL 6th; Craft Wondrous 
  Item, daylight; price 600 rp. 
  Light Charm, Minor: When used, this charm 
  casts a light spell centered upon the user. This 
  lasts for 1 hour. 
  Faint evocation; CL 3rd; Craft Wondrous Item, 
  light; price 25 rp. 
  Luring Charm: When used, this charm casts 
  sympathy upon the user, which lasts for 10 
  minutes. 
  Strong enchantment; CL 17th; Craft Wondrous 
  Item, sympathy; price 7,650 rp. 
  Magic Charm, Major: This charm completely 
  restores one or more magic pools of whoever 
  touches it. It comes in seven colors representing 
  which pools that are restored: Red restores Fire, 
  Black restores Shadow, Blue restores Water, 
  White restores Light, Green restores Forest, and 
  Silver restores Spirit. There is also a Gold 
  version, which restores all of the magic pools.  
  Unlike other charms, this charm costs 2 charges 
  per use and once all the charges are used, the 
  charm becomes worthless and mundane. 
  Moderate transmutation; CL 3rd; Craft Wondrous 
  Item, creator must have MP in all six aspect 
  pools; price 1,400 rp. 
  Magic Charm, Minor: This charm restores 3d4 
  magic points to one or more pools of whoever 
  touches it. It comes in seven colors representing 
  which pools that are restored: Red restores Fire, 
  Black restores Shadow, Blue restores Water, 
  White restores Light, Green restores Forest, and 
  Silver restores Spirit. There is also a Gold 
  version, which restores all of the magic pools. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, creator must have MP in at least one 
  aspect pool other than Latent; price 50 rp. 
  Opening Charm: When used, this charm casts 
  knock upon any relevant door or portal touched. 
  Faint transmutation; CL 4th; Craft Wondrous 
  Item, knock; price 300 rp. 
  Power Charm: When touched, this charm 
  provides a +2 enhancement bonus to attack and 
  damage rolls with any melee weapon for 3d6 
  rounds. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, bull's strength; price 300 rp. 
  Protection Charm: When touched, this charm 
  they provide a +2 deflection bonus to Defense 
  for 3d6 rounds. 
  Faint conjuration; CL 1st; Craft Wondrous Item, 
  mage armor; price 50 rp. 
  Restoration Charm: When used, this charm 
  casts greater restoration upon the user, restoring 
  any lost hit points, and curing all negative 
  ailments. It also restores any negative levels 
  accrued. In addition to this effect, it also restores 
  all magic points lost to the user.  Unlike other 
  charms, this charm costs 3 charges per use and 
  once all the charges are used, the charm 
  becomes worthless and mundane. 
  Major conjuration; CL 17th; Craft Wondrous 
  Item, greater restoration; price 4,550 rp. 
  Revival 
  Charm: 
  This 
  charm 
  is 
  used 
  automatically when the user goes to 0 hit points 
  or less. It casts a cure light wounds spell on the 
  wearer, restoring them to positive hit points. 
  Revival charms are good for one use only. If 
  multiple revival charms are worn at the same 
  time, all of them are used when the hero goes 
  below 0 hit points, resulting in multiple cure light 
  wounds spells being cast on the wearer. 
  Faint conjuration; CL 3rd; Craft Wondrous Item, 
  cure light wounds; price 50 rp. 
  Speed Charm: When used, this charm casts 
  expeditious retreat upon the user. 
  Faint transmutation; CL 6th; Craft Wondrous 
  Item, haste; price 750 rp. 
  Time Charm: When used, this charm casts time 
  stop, which lasts for 1d4+1 rounds. 
  Strong transmutation; CL 18th; Craft Wondrous 
  Item, time stop; price 7,650 rp. 
  Rings 
  When a character finds a ring, the GM should roll 
  1d20 to randomly determine the caster level of 
  any effects (if applicable) of the ring. 
  Rings have no appreciable weight. 
  Armor Ring: Wearing this ring provides a +2 
  deflection bonus to Defense, but also provides a 
  –2 Penalty to his attack. 
  Faint abjuration; CL 1st; Forge Ring, Craft Magic 
  Arms & Armor or mage armor or shield; price 
  1000 rp. 
  Azure Holy Ring: The ring grants the wearer 
  resist energy [fire]. 
  Faint abjuration; CL 3rd; Forge Ring, resist 
  energy; price 12,000 rp. 
  Blast 
  Ring: 
  When 
  worn, 
  all 
  grenade-like 
  weapons cause +2 damage. 
  Faint evocation; CL 2nd; Forge Ring; price 2,000 
  rp. 
  Blue Ring: This ring grants a +4 deflection 
  bonus to the Defense of the wearer. 
  Faint abjuration; CL 1st; Forge Ring, shield of 
  faith or mage armor; price 32,000 rp. 
  
   
   
  223
  Charge Ring: This ring allows the wearer to use 
  the Whirlwind Attack feat as a standard action 
  instead of a full-round action. 
  Faint transmutation; CL 4th; Forge Ring, creator 
  must have the Whirlwind Attack feat; price 8,000 
  rp. 
  Cursed Ring: This ring gives the wearer a –2 
  penalty to all attack rolls and Defense. The 
  wearer must make a Will save (DC 20) to remove 
  this ring once worn. 
  Faint transmutation; CL 7th; Forge Ring, bestow 
  curse; price 56,000 rp. 
  Double-Edged Ring: When worn it allows the 
  user to sacrifice 1d4+1 hit points for an 
  enhancement bonus of 1d4+1 points to the 
  wearer’s Strength score. This bonus lasts for 2d4 
  rounds, and the hit point loss cannot be 
  prevented by any means. 
  Faint evocation; CL 5th; Forge Ring, creator must 
  have the Shadow focus; price 10,000 rp. 
  Emerald Luck Ring: When worn, this ring 
  grants the wearer the Uncanny Dodge ability. If 
  the wearer already has Uncanny Dodge, he gains 
  the Improved Uncanny Dodge ability.  If the 
  wearer has the Improved Uncanny Dodge ability 
  then the wearer’s Defense score gains a +1 
  deflection bonus. 
  Faint transmutation; CL 4th; Forge Ring, creator 
  must have the Uncanny Dodge class ability; price 
  8,000 rp. 
  Energy Ring: When worn, this ring allows the 
  user to fire a magic missile. 
  Faint evocation; CL 1st; Forge Ring, magic 
  missile; price 2,000 rp. 
  Fist Ring: When worn, this ring grants the user 
  the Improved Unarmed Strike feat. The wearer’s 
  unarmed attacks count as magic weapons for the 
  purposes of damage reduction only. 
  Faint transmutation; CL 4th; Forge Ring, creator 
  must have the Improved Unarmed Strike feat; 
  price 8,000 rp. 
  Flower Ring: When worn, the ring grants the 
  user immunity to the blast and splash damage of 
  grenade-like 
  weapons. 
  Other 
  effects 
  from 
  grenade-like weapons still apply. 
  Faint abjuration; CL 4th; Forge Ring, shield; 
  price 8,000 rp. 
  Green Ring: When worn, this ring grants a +2 
  deflection bonus to Defense, and a +2 bonus to 
  attack rolls. 
  Faint abjuration; CL 2nd; Forge Ring, magic 
  weapon or magic fang, mage armor or shield or 
  shield of faith; price 16,000 rp. 
  Heart Ring: When worn, the wearer gains fast 
  healing 1. 
  Faint transmutation; CL 8th; Forge Ring, creator 
  must have 20 MP in the Forest pool; price 20,000 
  rp. 
  Jade Holy Ring: When worn, the wearer gets 
  resist elements [electricity]. 
  Faint abjuration; CL 3rd; Forge Ring, resist 
  energy; price 12,000 rp. 
  Like-Like Ring: When worn, this ring allows the 
  wearer to polymorph into a like-like. 
  Moderate transmutation; CL 7th; Forge Ring, 
  polymorph; price 56,000 rp. 
  Moblin Ring: This ring allows the wearer to 
  polymorph into a moblin. 
  Moderate transmutation; CL 7th; Forge Ring, 
  polymorph; price 56,000 rp. 
  Octo Ring: This ring allows the wearer to 
  polymorph into an octorok. 
  Moderate transmutation; CL 7th; Forge Ring, 
  polymorph; price 56,000 rp. 
  Power Ring: This ring grants the wearer +2 to 
  attack, but incurs a –2 penalty to Defense. 
  Faint transmutation; CL 6th; Forge Ring, creator 
  must have the Dark focus; price 12,000 rp. 
  Protection Ring: This ring decreases all damage 
  dealt to the wearer by 1 point per damage die. 
  Damage reduction of any kind does not affect 
  this value. 
  Faint 
  transmutation; 
  CL 
  3rd; 
  Forge 
  Ring, 
  barkskin; price 12,000 rp. 
  Quicksand Ring: This ring decreases the weight 
  of the wearer to nothing, allowing them to walk 
  across unstable surfaces like quicksand, water, 
  and even lava without sinking. This does not 
  prevent a character from falling, and does not 
  protect 
  against 
  other 
  dangers 
  from 
  these 
  substances, like fire damage from lava. 
  Faint transmutation; CL 9th; Forge Ring, water 
  walk; price 15,000 rp. 
  Range Ring: When worn, this ring increases the 
  wearer’s accuracy and strength when using 
  thrown weapons, granting a +1 bonus to their 
  attack and damage rolls with any thrown 
  weapon. 
  Moderate transmutation; CL 8th; Forge Ring, 
  Craft Magic Arms and Armor; price 2,000 rp. 
  Red Ring: This ring grants a +4 bonus to attack 
  rolls. 
  Moderate transmutation; CL 8th; Forge Ring, 
  Craft Magic Arms & Armor; price 12,000 rp. 
  Roc’s Ring: This ring causes the wearer to walk 
  an inch off the ground, which can prevent them 
  from triggering floor sensors and pressure plates 
  or other traps.  This ring does not prevent the 
  wearer from falling or sinking. 
  Faint transmutation; CL 3rd; Force Ring, levitate; 
  price 12,000 rp. 
  Ruby Luck Ring: This ring grants a +4 
  fortification bonus to attacks versus caltrops, 
  spikes, or similar effects, such as spike growth 
  and spike stones. 
  Faint abjuration; CL 5th; Forge Ring, meld into 
  stone; price 30,000 rp. 
  Sapphire Luck Ring: The ring grants the wearer 
  resist energy [force]. 
  Faint abjuration; CL 3rd; Forge Ring, resist 
  energy; price 12,000 rp. 
  
   
   
  224
  Scarlet Holy Ring: This ring grants the wearer 
  with a permanent protection from arrows effect. 
  Faint abjuration; CL 3rd; Forge Ring, protection 
  from arrows; price 12,000 rp. 
  Snowshoe 
  Ring: 
  This 
  ring 
  increases 
  the 
  wearer’s grip, which prevents them from slipping 
  on surfaces such as ice or grease. It also 
  provides a +4 traction bonus to climb checks. 
  Faint transmutation; CL 5th; Forge Ring, creator 
  must have 5 ranks in the Balance and Climb 
  skills; price 2,800 rp 
  Spin Ring: While worn, this ring allows the 
  wearer to make two attacks instead of one 
  against each opponent when making a Whirlwind 
  Attack. 
  Strong transmutation; CL 14th; Forge Ring, 
  creator must have the Whirlwind Attack feat; 
  price 36,000 rp. 
  Steadfast Ring: This ring alters the wearer’s 
  centre of gravity, making them more stable. 
  They receive a +4 competence bonus to resisting 
  bull rushes, grapple checks, and overbearing 
  attacks. 
  Faint transmutation; CL 6th; Forge Ring; enlarge 
  person; price 2,000 rp. 
  Subrosian Ring: This ring allows the wearer to 
  polymorph into a Subrosian. 
  Moderate transmutation; CL 7th; Forge Ring, 
  polymorph; price 56,000 rp. 
  Topaz Luck Ring: This ring halves the weight of 
  the wearer, and causes any fall to cause only half 
  damage. 
  Moderate transmutation; CL 3rd; Forge Ring, 
  reduce person; price 6,000 rp. 
  Toss Ring: This ring increases the wearer’s 
  throwing strength, doubling the range increments 
  of all thrown weapons. 
  Faint transmutation; CL 3rd; Forge Ring, bull’s 
  strength; price 12,000 rp. 
  Whimsical Ring: This ring alters the strength of 
  the wearer’s attacks, reducing them to feeble 
  blows or lethal force at whim. All of the wearer’s 
  attacks cause 1 point of damage per dice, except 
  on a critical hit, where he will instead cause 
  automatic maximum damage. 
  Moderate transmutation; CL 8th; Forge Ring, 
  creator must have the Drifter’s Luck class ability; 
  price 16,000 rp. 
  Whisp Ring: This ring emits a constant dispel 
  magic effect in a 20 ft. radius. 
  Faint abjuration; CL 5th; Forge Ring, dispel 
  magic; price 30,000 rp. 
  Zora Ring: This ring allows the wearer to 
  breathe underwater indefinitely, similar to the 
  water breathing spell. 
  Faint transmutation; CL 6th; Forge Ring, water 
  breathing; price 30,000 rp. 
  Rods 
  All rods start with a maximum of 1d10 charges 
  when discovered.  Each use of a rod uses one 
  charge unless otherwise noted.  When a caster 
  level is relevant to the rod, roll 1d20 upon the 
  discovery of the item to determine what caster 
  level that particular rod functions at. 
  Blazing Rod: Activating the Blazing Rod shoots 
  a ray up to 30 feet that causes 1d6 fire damage 
  to the target, and can be used to ignite 
  flammable items from a distance. 
  Ice Rod: Activating the Ice Rod shoots a ray up 
  to 30 feet that deals 1d6 cold damage to the 
  target. If the target is reduced to zero hp or less 
  by this, then the target is frozen solid and 
  shattered by the blast, and they cannot be raised 
  by raise dead. 
  Wondrous Items 
  All-Night Mask: This mask grants the wearer 
  +4 enhancement bonus to Constitution, and 
  immunity 
  to 
  fatigue. 
  Removing 
  the 
  mask 
  immediately makes the wearer fatigued if worn 
  for more than 24 hours. 
  Moderate 
  transmutation; 
  CL 
  10th; 
  Craft 
  Wondrous Item, bear's endurance; price 18,000 
  rp; weight 1 lb. 
  Blast Mask: While worn, the user may detonate 
  this mask by speaking the command word. The 
  user and anyone within a 10ft. radius takes 6d6 
  damage, unless they make a successful Reflex 
  save (DC 20). The user automatically fails this 
  save. 
  Moderate evocation; CL 5th; Craft Wondrous 
  Item, explosive runes; price 27,000 rp; weight 1 
  lb. 
  Bremen Mask: While worn, small animals follow 
  the user. Once per day, the wearer may cast 
  animal trance. 
  Faint enchantment; CL 3rd; Craft Wondrous 
  Item, animal trance; price 12,000 rp; weight 1 
  lb. 
  Bunny Hood: While worn, the user can use 
  jump and expeditious retreat at will. 
  Faint enchantment; CL 3rd; Craft Wondrous 
  Item, expeditious retreat, jump; price 2,000 rp; 
  weight 1 lb. 
  Captain's Hat: While worn, the user is affected 
  by a permanent tongues effect. 
  Faint enchantment; CL 12th; Craft Wondrous 
  Item, tongues; price 20,000 rp; weight 1 lb. 
  Circus 
  Leader's 
  Mask: 
  While 
  worn, 
  the 
  character 
  gets 
  a 
  –2 
  enhancement 
  penalty 
  Charisma and is affected by a permanent 
  repulsion effect. 
  Faint enchantment; CL 11th; Craft Wondrous 
  Item, repulsion; price 528,000 rp; weight 1 lb. 
  Couple's Mask: While worn, this mask allows 
  the user to cast emotion [friendship] or emotion 
  [hope] up to 3 times a day in any combination. 
  Moderate enchantment; CL 8th; Craft Wondrous 
  Item, emotion (friendship), emotion (hope); 
  price 4,800 rp; weight 1 lb. 
  
   
   
  225
  Deku Tunic: This enchanted tunic grants the 
  wearer with a speak with plants spell affect. 
  Faint divination; CL 5th; Craft Wondrous Item, 
  speak with plants, creator must be Deku; price 
  60,000 rp; weight 1 lb. 
  Flute of Awakening: When blown, this flute will 
  awaken any living or dead creature of the user’s 
  choice. It can only be used once per day, and can 
  perform three effects: it can cast awaken on any 
  animal or plant; it can cast resurrection on any 
  dead creature, or can remove all mind-affecting 
  enchantments from a living creature. 
  Strong enchantment; CL 18th; Craft Wondrous 
  Item, awaken, resurrection; price 84,000 rp; 
  weight 0 lbs. 
  Flute of Calling: When played, the Flute 
  teleports a specific creature of your choice to 
  your location, as per the greater teleport spell. It 
  can only be used once a day. The creature 
  targeted can refuse to be teleported, in which 
  case the teleport fails. 
  Strong transmutation; CL 13th; Craft Wondrous 
  Item, greater teleport; price 36,400 rp; weight 0 
  lbs. 
  Flute of Destruction: When played, the flute 
  acts like a power word, kill that affects all 
  creatures within 15 feet. It only kills those with 
  20 hp or less, and only up to 200 hit points in 
  total. It can only be used once a day. 
  Strong conjuration; CL 17th; Craft Wondrous 
  Item, power word kill; price 153,000 rp; weight 0 
  lbs. 
  Flute of Safety: When played, the flute will 
  teleport the user to a pre-determined location. 
  The user may set the location by playing a 
  different tune. It can only be used once per day. 
  Strong transmutation; CL 13th; Craft Wondrous 
  Item, greater teleport; price 36,400 rp; weight 0 
  lbs. 
  Gerudo Tunic: This enchanted tunic imbues the 
  wearer with shadows, granting the effects of a 
  blur spell, and giving the wearer a +10 
  equipment bonus to Hide checks. 
  Faint illusion; CL 3rd; Create Wondrous Item, 
  blur, creator must be Gerudo; price 24,000 rp; 
  weight 1 lb. 
  Giant's Mask: While worn, the wearer is 
  enlarged, as per the spell. 
  Strong transmutation; CL 13th; Craft Wondrous 
  Item, enlarge person; price 40,000 rp; weight 1 
  lb. 
  Gibdos Mask: While worn, the wearer is under a 
  hide from undead effect. 
  Faint abjuration; CL 1st; Craft wondrous Item, 
  hide from undead; price 2,000 rp; weight 1 lb. 
  Goron Tunic: This enchanted tunic imbues the 
  wearer with the fire-resistant qualities of the 
  Gorons. This tunic grants fire resistance of 5 to 
  the wearer. 
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resist energy, creator must be Goron; price 
  2,000 rp; weight 1 lb. 
  Great Fairy's Mask: While worn, the user may 
  cast sympathy up to five times a day. These 
  effects are only tuned to fairies. 
  Strong enchantment; CL 15; Craft Wondrous 
  Item, sympathy; price 18,000 rp; weight 1 lb. 
  Hover Boots: When worn, these boots allow the 
  user to hover about thee inches above any 
  surface, solid or liquid, allowing the wearer to 
  walk across dangerous surfaces without harm.  
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, levitate; price 7,500 rp; weight 1 lb. 
  Hylian Tunic: This enchanted tunic grants the 
  wearer with a +2 Enhancement bonus to 
  Charisma, and reduces the magic points cost of 
  all spells by 1 point. 
  Faint transmutation; CL 10th; Craft Wondrous 
  Item, eagle's splendor, creator must be Hylian; 
  price 4,000 rp; weight 1 lb. 
  Keaton Mask: While worn, the user may 
  summon a Keaton once per day. 
  Faint conjuration; CL 3rd; Craft Wondrous Item, 
  summon monster II or greater; price 12,000 rp; 
  1 lb. 
  Kokiri Tunic: This enchanted tunic grants the 
  wearer with a +10 skill bonus to Handle Animal 
  and Survival checks. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, creator must be Kokiri, must have at least 
  10 ranks in both the Handle Animal and Survival 
  skills; price 4,000 rp; weight 1 lb. 
  Lens of Truth: When worn, it acts as a true 
  seeing spell cast upon the wearer. 
  Moderate divination; CL 11th; Craft Wondrous 
  Item, true seeing; price 264,000 rp; weight 0 
  lbs. 
  Mask of Scents: While worn, the user gains the 
  Scent feat. 
  Faint enchantment; CL 3rd; Craft Wondrous 
  Item, creator must have Scent feat; price 1,000 
  rp; 1 lb. 
  Mask of Truth: While worn the wearer is 
  surrounded by a permanent zone of truth spell. 
  Faint divination; CL 3rd; Craft Wondrous Item, 
  zone of truth; price 24,000 rp; weight 1 lb. 
  Moblin Tunic: This enchanted tunic grants a +5 
  enhancement bonus to Intimidate checks while 
  worn. 
  Minor transmutation; CL 3rd; Craft Wondrous 
  Item, creator must be a Moblin and have at least 
  5 ranks in the Intimidate skill; price 2,500 rp; 
  weight 1 lb. 
  Obscuring Cape: While word, it turns the caster 
  invisible as per the improved invisibility spell for 
  up to 20 rounds per day. These rounds can be 
  used continuously or spread through the day as 
  required. Any rounds not used are lost when the 
  cloak recharges. 
  
   
   
  226
  Moderate transmutation; CL 7th; Craft Wondrous 
  Item, greater invisibility; price 56,000 rp; weight 
  1 lb. 
  Pegasus Boots: When worn, these Boots allow 
  the wearer to run a great speed, casting both 
  haste and expeditious retreat on the wearer. 
  Moderate transmutation; CL 5th; Craft Wondrous 
  Item, expeditious retreat, haste; price 30,000 rp; 
  weight 1 lb. 
  Polymorph Powder: The magic powder can be 
  used to cast baleful polymorph or polymorph 
  upon a living creature. Polymorph powder usually 
  comes in pouches with enough doses for 1, 25, 
  or 50 uses. 
  Moderate transmutation; CL 7th; Brew Potion, 
  baleful polymorph or polymorph; price 1,400 rp 
  (single dose), 35,000 rp (25 uses), 70,000 rp 
  (50); weight 0 lbs. 
  Power Bracelet: While worn, the wearer gets a 
  +2 enhancement bonus to Strength. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, bull's strength; price 4,000 rp; weight 1 lb. 
  Roc’s Feather: When activated, this feather 
  casts the jump spell onto the user. 
  Faint transmutation; CL 3; Craft Wondrous Item, 
  one flying feather of a roc, jump; price 2,000 rp; 
  weight 0 lbs. 
  Sanctified Cross: The Sanctified cross may be 
  held in a free hand, and activated to make a 
  single Turning check against Undead or Outsiders 
  of the Dark Focus at the user’s Charisma bonus. 
  It can be used up to 3 times a day. This turning 
  check does not stack with other Turning abilities, 
  and only one turning ability can be used per turn. 
  Strong abjuration; CL 3rd; Craft Wondrous Item, 
  creator must be of the light focus; price 2,025 
  rp; weight 1 lb. 
  Stone Mask: While worn, the wearer can use 
  the statue spell at will. 
  Strong transmutation; CL 13th; Craft Wondrous 
  Item, statue; price 182,000 rp; weight 1 lb. 
  Subrosian Tunic: This enchanted tunic allows 
  the wearer to detect metal at will. 
  Switch Hook: A magical version of the hookshot 
  that casts greater teleport on both the target and 
  the attacker; both keyed to the others previous 
  location. 
  Moderate conjuration; CL 13th; Craft Wondrous 
  item, greater teleport; price 182,150 rp; weight 
  6 lbs. 
  Titan’s Mitt: While worn, the wearer gets a +6 
  enhancement bonus to Strength. 
  Moderate 
  transmutation; 
  CL 
  10th, 
  Craft 
  Wondrous Item, bull's strength; price 36,000 rp; 
  weight 4 lbs. 
  Tokay Tunic: This enchanted tunic grants a +2 
  luck bonus to Reflex saves while worn. 
  Faint enchantment; CL 4th; Craft Wondrous 
  Item, creator must be Tokay; price 4,000 rp; 
  weight 1 lb. 
  Zora Tunic: This enchanted tunic has been 
  imbued 
  to 
  allow 
  the 
  wearer 
  to 
  breath 
  underwater, as per water breathing. The effect 
  occurs 
  automatically 
  while 
  the 
  wearer 
  is 
  submerged in water. 
  Moderate abjuration; CL 5th; Craft Wondrous 
  Item, water breathing, creator must be Zora; 
  price 30,000 rp; weight 1 lb. 
  Zora’s Flippers: When worn, these flippers 
  grant the wearer an enhancement bonus to Swim 
  checks of +2, +4, or +6. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, creator must have at least the bonus 
  amount’s ranks in the Swim skill; price 400 rp 
  (+2), 1,600 rp (+4), 3,600 rp (+6); weight 1 lb. 
  Artifacts 
  Minor Artifacts 
  Magical items of varying powers are prolific 
  throughout the land of Hyrule and beyond. There 
  are 
  some 
  that 
  are 
  more 
  powerful 
  than 
  frequently-found charms and dungeon treasures, 
  but not as potent as some of the most powerful 
  artifacts in the realm. 
  Bombos 
  Medallion: 
  While 
  the 
  Bombos 
  Medallion is a pendant to be worn around the 
  neck, spending magic points and shouting a 
  command word while holding it will activate it. 
  This causes the ground around the user to 
  explode with power. This explosion has the 
  effects of a firestorm spell, and is centered on 
  the user. Everything in the area, including all 
  vegetation, but excluding the user, is damaged 
  by the firestorm. 
  Strong evocation; CL 20th; weight 0 lbs. 
  Cane of Byrna: When used, the Cane of Byrna 
  creates a mobile field of force that protects the 
  user, granting damage resistance 10/-. It drains 
  3 magic points per round used however, and it 
  can quickly deplete the user if not used 
  sparingly. 
  Strong abjuration; CL 19th; weight 5 lbs. 
  Cane of Somaria: When used, the Cane of 
  Somaria creates a solid block of force that is 5 
  feet by 5 feet by 5 feet. This block can only be 
  moved with the staff, which can easily push or 
  hook into the block for lifting and dragging. The 
  user of the staff may choose to dispel the block, 
  and shoot six energy missiles, each from the 
  center of each of the six faces, and traveling in a 
  straight line until they impact, causing 1d4+1 
  force damage. Only a single block can be created 
  at a time, and if the user chooses to create a 
  second block, the first is instantly dispelled 
  without effect. 
  Strong abjuration; CL 19th; weight 5 lbs. 
  Deku Mask: While worn, the wearer can 
  polymorph into a Deku Scrub at will. 
  Strong transmutation; CL 20th; weight 1 lb. 
  
   
   
  227
  Ether Medallion: While the Ether Medallion is a 
  pendant to be worn around the neck, it is 
  activated by spend magic points and holding it 
  aloft into the air. This causes the air around the 
  user to freeze and move at high speed. This has 
  the effect of an ice storm spell centered on, but 
  not affecting, the caster. In addition, everything 
  reduced to zero hp or less by the spell is frozen 
  solid and shattered by the force, meaning they 
  cannot be raised by raise dead. 
  Strong evocation; CL 20th; weight 0 lbs. 
  Goron Mask: While worn, the wearer can 
  polymorph into a Goron at will. 
  Strong transmutation; CL 20th; weight 1 lb. 
  Moon Pearl: While carried, the Moon Pearl 
  makes the user immune to any effect that would 
  alter his form, including the power of the Triforce 
  itself. 
  Strong abjuration; CL 20th; weight 1 lb. 
  Quake Medallion: While the Quake Medallion is 
  a pendant to be worn around the neck, spending 
  magic points and pressing it against the ground 
  will activate it. This causes the ground around 
  the user to shake violently, just as if an 
  earthquake spell had been cast on the area 
  around the caster. The caster is unaffected. 
  Strong evocation; CL 20th; weight 0 lbs. 
  Zora Mask: While worn, the wearer can 
  polymorph into a Zora at will. 
  Strong transmutation; CL 20th; weight 1 lb. 
  Essences of Time and Nature 
  The Essences are similar to charms. However, 
  upon activating the essence, its magic will seep 
  in to the user, giving them the powers of the 
  essence. While an essence is absorbed, the user 
  will appear to be surrounded by a continual swirl 
  of magic, and the symbol of the essence will 
  appear as a small tattoo on their body. If the 
  user dies, any Essences they have transfer to a 
  random character within 15 ft. If there is no one 
  within range when the wearer dies, the Essences 
  instead solidify into small gemstone icons of their 
  tattoos, waiting for the next living thing to 
  awaken them. This process occurs even if the 
  wearer 
  is 
  later 
  raised, 
  reincarnated, 
  or 
  resurrected. 
  Essences of Nature 
  The Blowing Wind: This essence allows the 
  user to cast gust of wind at will. 
  The Changing Seasons: This essence allows 
  the user to cast control weather at will. 
  The Gift of Time: This essence allows the user 
  to cast Time Stop at will. 
  The Fertile Soil: This essence allows the user to 
  cast plant growth at will. 
  The Nurturing Warmth: This essence allows 
  the use to cast survival at will. 
  The Seed of Life: This essence allows the user 
  to cast raise dead at will. 
  The Soothing Rain: This essence allows the 
  user to cast healing circle at will. 
  Essences of Time 
  The Essences of Time has very little to do with 
  time, but have more control over the effects of 
  time itself. They help the wearers endure the 
  rigors of time, and aid in travel. 
  The Ancient Wood: The Ancient Wood looks like 
  a fir tree, crested with snow, and appears to be 
  made of emerald when not awakened. When 
  absorbed it gives the wearer the Forest Aspect 
  feat, even if they are not a wizzrobe. They gain 
  +5 magic points in their forest Pool, and may 
  allocate magic points from their latent pool as 
  well. If this essence is lost, then any magic 
  points allocated in this way is automatically 
  returned to their latent pool. 
  The Burning Flame: The Burning Flame looks 
  like a flickering flame, and appears to be sculpted 
  from ruby when not awakened. When absorbed it 
  gives the wearer the Fire Aspect feat, even if 
  they are not a wizzrobe. They gain +5 magic 
  points in their fire Pool, and may allocate magic 
  points from their latent pool as well. If this 
  essence is lost, then any magic points allocated 
  in this way is automatically returned to their 
  latent pool. 
  The Echoing Howl: The Echoing Howl appears 
  as a set of fangs upon a beaded necklace, and 
  appears to be made entirely from pearl when not 
  awakened. When absorbed it gives the wearer 
  access to the Shadow Aspect feat, even if they 
  are not a wizzrobe. They gain +5 magic points in 
  their shadow Pool, and may allocate magic points 
  from their latent pool as well. If this essence is 
  lost, then any magic points allocated in this way 
  is automatically returned to their latent pool. 
  The Eternal Spirit: The Eternal Spirit looks like 
  a small translucent teardrop, and appears to be 
  made from frosted diamond when not awakened. 
  When absorbed it gives the wearer access to the 
  Spirit Aspect feat, even if they are not a 
  wizzrobe. They gain +5 magic points in their 
  spirit Pool, and may allocate magic points from 
  their latent pool as well. If this essence is lost, 
  then any magic points allocated in this way is 
  automatically returned to their latent pool. 
  The Falling Star: The Falling Star looks like a 
  white star followed by a trail of fire, and appears 
  to be made from topaz when not awakened. 
  When absorbed it gives the wearer access to the 
  Light Aspect feat, even if they are not a 
  wizzrobe. They gain +5 magic points in their light 
  Pool, and may allocate magic points from their 
  latent pool as well. If this essence is lost, then 
  any magic points allocated in this way is 
  automatically returned to their latent pool. 
  The Lonely Peak: The Lonely Peak looks like a 
  small mountain range, and appears to be made 
  from slate when not awakened. When absorbed, 
  
   
   
  228
  it gives the wearer spell resistance of 12 + 
  character level. 
  The Rolling Sea: The Rolling Sea appears to be 
  a bright blue wave, and appears formed from the 
  purest sapphire when not awakened. When 
  absorbed it gives the wearer access to the Water 
  Aspect feat, even if they are not a wizzrobe. They 
  gain +5 magic points in their water Pool, and 
  may allocate magic points from their latent pool 
  as well. If this essence is lost, then any magic 
  points allocated in this way is automatically 
  returned to their latent pool. 
  The Sacred Soil: The Sacred Soil looks like a 
  small plant, and appears to be made of very thin 
  jade when not awakened. When absorbed, it 
  gives the wearer +1 magic point in each aspect 
  pool they have. 
  Combining the Essences of Time: Should a 
  character collect all eight Essences of Time, they 
  get +5 magic points in every aspect pool, and 
  gain the Cycle of Power, Cycle of Wisdom and 
  Cycle of Courage feats for free. 
  Harp of Ages 
  The Harp of Ages is an ornately crafted lap-harp 
  that is keyed to the flow of time itself. It was 
  guarded by the Nayru, the Oracle of Ages at one 
  point in time, when she resided in the land of 
  Labrynna. Sources suggest that it was handed to 
  the Hero of Time, who used it to defeat the evils 
  of the Age of Sorrows. There have been no 
  reports of the Harp of Ages after this time. 
  Playing different tunes upon it activates the 
  powers of the Harp of Ages. The full extent of the 
  powers of the harp is unknown, but it is said that 
  each tune corresponds to a point in time and 
  space, and upon playing it, the performer will 
  travel through time to that point. Randomly 
  playing the Harp of Ages can be dangerous, since 
  the harp can be activated even idle strumming, 
  sending the tinkerer into environments and times 
  they are unable to deal with, and possibly unable 
  to return. 
  The following tunes have been recorded, but 
  there are undoubtedly many more and finding 
  details on such tunes are as much of a quest as 
  recovering the Harp of Ages itself: 
  Tune of Ages 
  This tune was reported to have been given to the 
  Hero of Time by Nayru herself. The tune itself is 
  hard to describe, beyond being very dramatic, 
  consisting 
  of 
  notes 
  and 
  sounds 
  seemingly 
  impossible to produce of an ordinary harp. It is 
  reportedly keyed to the most dramatic time of 
  Labrynnans history, and transports the performer 
  to the height of the reign by Black Queen Ambi. 
  They arrive in the heart of Lynna Village, just 
  outside the Black Tower. 
  Tune of Currents 
  This tune sounds like the flowing of waves, and 
  was reputedly created by a tinkerer in time, 
  somewhere 
  in 
  Labrynna, 
  using 
  notes 
  he 
  discovered from some ancient, yet undetermined 
  source. It washes the performer to the fourth 
  age, the current age in recorded history. It brings 
  the performer to the Maku Tree of Lynna City. 
  Tune of Echoes 
  The Tune of Echoes is different from the other 
  tunes, and is long stirring tune that reportedly 
  opens up time portals within 50 ft. of the 
  performer. Time Portals are gates that transport 
  the performer to a specifically keyed point 
  somewhere 
  in 
  time 
  and 
  space. 
  Only 
  the 
  performer may use these portals, and they stay 
  open until the performer passes through them, or 
  leaves the 50 ft. area around it. All time portals 
  are one way, but some are keyed to similar time 
  portals allowing for return journeys through time 
  and space, or to continue on to another point. 
  Playing the Tunes 
  In order to play each tune a character requires 
  knowledge of the tune and a successful Perform 
  check (DC 30). The consequences of failure 
  depend upon the extent of the failure. Failing by 
  5 or less means the performer may have missed 
  or played a wrong note at a key point, causing 
  the performer to miss his target by a few miles 
  or a short period of time. A failure by between 5 
  and 10 points means the performer played the 
  wrong notes completely and ends up at a 
  completely different time or location. Any other 
  failure means that the player has failed to 
  complete the performance, and nothing happens. 
  Other Tunes 
  Given 
  the 
  vastness 
  of 
  time, 
  there 
  are 
  undoubtedly many other tunes leading to other 
  times and places. Creating new tunes takes lots 
  of time, effort, and experience, and usually 
  involves 
  many 
  adventures 
  after 
  numerous 
  mistakes and false starts. To create a new tune 
  takes a year of work and 1,000 XP, and requires 
  successful 
  knowledge 
  (history), 
  knowledge 
  (geography), and perform checks (DC 40 for 
  each). The XP is lost regardless of the results of 
  these checks. If either of the knowledge checks 
  failed by 5 or less, the creator has missed their 
  targeted time or place by a short way. If they 
  failed by between 5 and 10 points, they end up 
  at completely the wrong time or place. Any other 
  result means that the tune does not transport the 
  target through time or space. Failing the 
  performance check has other implications. Failing 
  by 5 points or less means that the performance 
  works, but is recorded wrong, and that all future 
  attempts to perfect and play this tune have their 
  DC increased by 5. Failing by 5 or to 10 points 
  means that the performance works, but is played 
  wrong, and the creator suffers the effects of 
  failing to play the tune as above. Any other 
  failure means that the performance is not created 
  and the attempt is wasted. 
  
   
   
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  The GM should roll all of these checks in secret, 
  and the only way to test the tune is to play it. If 
  the tune is not created, the creator may attempt 
  to work on the same tune again, in an attempt to 
  perfect it. He must spend more time and XP, and 
  make the checks again, this time with a 
  cumulative +1 bonus to all checks for each 
  previous check made. When perfecting a tune, 
  use only the result of the highest rolls for each 
  check. The effects are not cumulative. 
  The time spent researching each attempt does 
  not have to be cumulative, but the smallest 
  amount of time in research at any one time must 
  be one day, otherwise the research is wasted, 
  and is not counted towards previous research. 
  For example, Cheval wants to create a tune to 
  take him to Labrynna, just before the Age of 
  Sorrow and Queen Ambi’s reign. He spends three 
  months in research, before circumstances force 
  him to break away for a while. He returns and 
  completes the final nine months of research. 
  Making his checks and spending the XP, he 
  scores a 36, 41, and a 29. He fails, and tries 
  again after another year. This time he gets a +1 
  bonus to his rolls, and he scores 37, 35, and 32. 
  Using his highest rolls so far, gives him 37, 42, 
  and 32. The tune is played wrong. After an 
  adventure trying to get back, Cheval gives it 
  another shot, and scores 39, 46, and 37. This 
  time the tune created sends him to Labrynna, 
  but just after the start of Queen Ambi’s reign. 
  However, all checks to play and perfect this tune 
  have their DC increased by 5. After more 
  research, he scores 42, 35, and 46, giving the 
  scores 42, 46, and 46. His tune still misses the 
  point in history, but playing it is now easier, and 
  Cheval knows that after another year’s research 
  he will have perfected his tune, taking him to 
  Labrynna just before the start of Queen Ambi’s 
  reign. 
  Instruments of the Sirens 
  The Instruments of the Sirens are a set of 
  powerful artifacts said to have the power to wake 
  the Wind Fish on Koholint Island. This has yet to 
  be tried however, as it is quite a task to acquire 
  all eight instruments. Sources suggest that they 
  are all hidden on Koholint Island, guarded by 
  creatures created from pure nightmare. The truth 
  of these reports is unreliable at best, since these 
  instruments have been reported as far away as 
  Hyrule and the Subrosian Underworld. Even 
  without the set, each Instrument is a powerful 
  artifact in its own right. 
  Conch Horn 
  This horn is made from the shell from a large sea 
  creature, and requires two hands to play. When 
  blown, it gives of a deep noise, similar to the 
  songs of whales. The sound carries as well 
  underwater as it does through the air. It doesn’t 
  take too much to play the conch horn (perform 
  check DC 15) but all aquatic creatures within 100 
  feet are charmed by the music, and seek outs its 
  source as quickly as possible. Upon finding the 
  player, they will view him favorably, defending 
  him with their lives. This effect wears off after a 
  day, but the creatures do not hold any hostile 
  feelings 
  towards 
  the 
  player. 
  The 
  charmed 
  creatures will also fly into a berserker rage, 
  gaining +4 strength, +4 constitution, and +1 hp 
  per hit die, should the player of the Conch Horn 
  die while they are protecting him. This rage lasts 
  for a number of rounds equal to the creature’s 
  new constitution bonus +3. Once this rage has 
  worn off, the creatures are fatigued and the 
  charm effect ends. 
  Coral Triangle 
  This instrument is made of solid coral, and 
  produces a tinny, hollow sound when struck. It 
  takes great skill to play the Coral Triangle 
  (perform check DC 25), but the effect it produces 
  causes everyone within 30 ft. of the player to 
  make a will save (DC 25) or become panicked 
  giving them a 50% chance to drop whatever they 
  are holding and flee directly from the player. If 
  the player has any performer levels, then may 
  choose which characters within range to affect, 
  allowing them to ignore allies. 
  Full Moon Cello 
  The Full Moon Cello is a large stringed instrument 
  that performers play while sitting. It has a range 
  of notes, and the truly skilled musicians can 
  easily play the cello to produce multiple tunes 
  and sounds at the same time, often in harmony 
  with each other. When played by a performer, 
  the Full Moon Cello grants a +5 bonus to perform 
  checks, and allows the performer to use and 
  maintain two performances at once. 
  Organ of Evening Calm 
  The Organ of Evening Calm is like a miniature 
  piano, and sits on the lap to be played. It 
  produces a tinkling, soothing tone, which can 
  quickly lull the listeners into a soothing sleep. 
  Some skill is required to play the Organ of 
  Evening Calm (perform check DC 20). All 
  listeners within 30 ft. must make a will save (DC 
  20), or fall into a deep sleep for 1d4+1 hours. 
  Sleeping listeners can be woken up by simple 
  shaking, or by a loud noise. If the player has any 
  performer 
  levels, 
  they 
  can 
  choose 
  which 
  characters within range to affect, allowing them 
  to ignore allies. 
  Sea Lily Bell 
  This striking hand bell is adorned with images of 
  golden lily pads. Despite the soothing imagery 
  and delicate appearance, when it is rung, it 
  provides a strong, solid tone. No skill is required 
  to play the Sea Lily Bell, and when rung, it 
  dispels all magical effects within 50 ft. of the 
  ringer. It also summons an anti-magic field 
  around the ringer that extends for 50 ft. and 
  
   
   
  230
  follows the ringer when he moves. This field lasts 
  for exactly 1 hour. 
  Surf Harp 
  The surf harp produces a sound similar to waves 
  crashing upon a shore, and can range from a 
  balmy beach sound, to the crashing of storm 
  lashed waves during the fury of a hurricane, in 
  the hands of a skilled player. On a successful 
  Perform check (DC 20) the player causes all 
  listeners within 30 ft. that fail a Will save (DC 20) 
  to view the player in the most favorable light. 
  This also means that the player receives a +2 
  circumstance bonus to all Diplomacy and Gather 
  Information checks when dealing with those 
  affected by the Surf Harp. All effects end after 
  1d6+1 hours, and leave those affected with a 
  positive view of the player, although this view 
  can be altered by the deeds and reputation of the 
  character as normal. 
  Thunder Drum 
  The Thunder Drum is a large drum worn around 
  the neck, which is adorned with lightning sigils, 
  and images of war. It is beat with two solid 
  copper drumsticks that are attached to the drum 
  by long delicate brass chains. It takes little skill 
  (Perform DC 15) to beat the Thunder Drum. 
  When beat in a steady rhythm, the Thunder 
  Drum produces a sound similar to the crashing of 
  a fierce storm. All those listening within 50 ft. are 
  filled with a sense of power and courage, 
  becoming immune to fear, and gaining a +2 
  morale bonus to attack and damage rolls for as 
  long as the drummer plays. If the drummer has 
  any performer levels, they may choose which 
  listeners are affected, allowing him to avoid 
  giving the bonus to enemies. 
  Wind Marimba 
  The Wind Marimba is a small instrument 
  consisting of small metal blocks on a wooden 
  base, which is struck by small metal hammers to 
  produce an almost ethereal tinkling tune, similar 
  to the gentle sound of wind chimes. When played 
  (perform check DC 20), all listeners within 30 ft. 
  who fail a will save (DC 20) become fascinated 
  and do not take any actions other than defending 
  themselves while the musician plays. Those 
  affected must make a second will save (DC 15) 
  to avoid becoming open to suggestion by the 
  musician while the music plays, and for 1d4+1 
  rounds after the music stops. If the musician has 
  any performer levels, she may choose which 
  listeners are affected, thus ignoring allies, and 
  she may make a second performance check to 
  determine the will save DC for the suggestion 
  effect. 
  Playing all the Instruments of the Sirens 
  The effect of playing all the instruments at once 
  is left to the GM to decide. After all, finding all 
  eight Instruments of the Sirens should not be an 
  easy feat, and playing them all at once would 
  most likely serve as a major campaign goal. 
  Acquiring all the instruments would give the 
  party an impressive array of abilities, and thus 
  possibly mastery over the populations of the 
  world. Other possible effects for playing all the 
  instruments together include: 
  Summoning the Sirens back into the world, 
  either as an ally, or as an enemy of the party. 
  Destroying the Instruments of the Sirens in a 
  huge backlash of magical energy. 
  Opening a barrier to protected locations or 
  between worlds. 
  Majora’s Masks 
  Fierce Deity’s Mask: While worn, the user is 
  affected by a permanent Tenser’s transformation 
  effect, and all attacks deal +1d6 holy damage 
  and blinds them for 1d6 rounds. 
  Majora's Mask: While worn, the user is affected 
  by a permanent Tenser’s transformation effect, 
  and all attacks deal +1d6 unholy damage and 
  sickens them for 1d6 rounds. 
  Master Sword 
  Master Sword: The hylians constructed this +3 
  holy longsword. By spending magic points, the 
  wielder may focus energy through the blade to 
  produce an energy missile that deals 1d6 holy 
  damage against the target on a successful range 
  attack, as a standard attack action. 
  Ocarina of Time 
  Ocarina 
  of 
  Time: 
  Suggested 
  Powers: 
  All 
  Enchantment spells, each by playing a different 
  tune on the Ocarina of Time. 
  Pendants of the Tri-Force 
  The Pendants of the Tri-Force are a set of three 
  amulets that contain the essence of the Tri-
  Force. Rumor has it that when the Goddesses 
  created the Tri-Force, there was just enough 
  power left over to create the pendants, to serve 
  as a guide to the Hero of Time should the Tri-
  Force fall into the wrong hands. According to 
  legend, only the hero of Time can collect all three 
  pendants and use them at once. 
  
   
   
  231
  Pendant of Courage 
  This pendant is green and silver, and marked 
  with the symbol of the Tri-Force of Courage. It 
  grants the wearer +1 hp per level, and immunity 
  to all fear effects. 
  Pendant of Power 
  This pendant is red and black, and marked with 
  the symbol of the Tri-Force of Power. It grants 
  the wearer +1 damage per dice on all attacks, 
  and all threats are automatically critical hits. 
  Pendant of Wisdom 
  This pendant is blue and white, and marked with 
  the symbol of the Tri-Force of Wisdom. It grants 
  the wearer +1 mp per level, and a permanent 
  true seeing effect. 
  Combining the Pendants 
  Only one pendant may be worn at a time, but 
  when all three pendants have been collected, 
  they may be combined into a single Pendant, 
  known as the Pendant of the Tri-Force. The 
  Pendant of the Tri-Force grants all of the abilities 
  of the three pendants, plus grants a +2 inherent 
  bonus to all six ability scores, and the ability to 
  remain 
  conscious 
  when 
  below 
  0 
  hp. 
  The 
  character will still die at –10 hp. 
  Rod of Seasons 
  Rod of Seasons: When used, the Rod of Seasons 
  can change the current weather patterns to one 
  of the four seasons appropriate for the region. 
  This weather change lasts one day, and affects 
  the entire region. 
  Autumn: Can call forth the gusty breezes of 
  autumn, requiring everyone within 30 feet to 
  make a fortitude save (DC 25) to move each 
  round for 2d6 rounds. 
  Spring: Can call forth the spring rains, requiring 
  everyone within 30 feet to make a fortitude save 
  (DC 25) to make an action each round for 2d6 
  round. 
  Summer: Can call forth the intense heat of 
  summer, causing 1d6 fire damage to everyone 
  within 30 feet who fails a fortitude save (DC 25). 
  Winter: Calls for the biting chill of winter, 
  causing 1d6 cold damage to everyone within 30 
  feet who fails a fortitude save (DC 25). 
  Tri-Force 
  The Tri-Force is the receptacle for the combined 
  powers of the three Goddesses: Din, Nayru and 
  Farore. It alone fights of the powers of entropy 
  and brings the force of magic into the world. Also 
  referred to as the Power of Gold, or the Golden 
  Power, it is the most powerful artifact known in 
  the Lands of the Tri-Force, and with it, the 
  wielder can accomplish anything. 
  The struggle for the Tri-Force has long been 
  fought, and well documented. For a time, it was 
  captured and used by Ganon to transform the 
  land of the Golden Power into the Dark World, in 
  his plans to conquer Hyrule. It was only because 
  of the direct intervention of the Hero of Time that 
  the Tri-Force was freed from Ganon’s clutches 
  once again. Previous to this, Ganon had managed 
  to capture the Tri-Force, or parts of the Tri-Force 
  only briefly. 
  The triforce itself is broken into three golden 
  triangles, each containing the power for a single 
  goddess, and responsible for the magic of that 
  goddess. Each part of the Tri-Force can be 
  broken down into eight fragments with a single 
  command, and it takes only another command to 
  return the Tri-Force if all eight pieces are in the 
  area. Even just a fragment contains a significant 
  amount of power. 
  The Tri-Force of Courage 
  The Tri-Force of Courage contains the essence of 
  Farore and the power of Forest and Spirit magic. 
  Fragments: Anyone who has a fragment of the 
  Tri-Force of Courage has a +1 enhancement 
  bonus to Dexterity and Constitution, and gets a 
  +1 enhancement to all their saves. These 
  bonuses stack with the bonuses from other 
  fragments. 
  Completed: As well as the combined bonuses for 
  the eight fragments of the Tri-Force of Courage, 
  the wielder of the complete Tri-Force of Courage 
  also has all of their Forest and Spirit spells 
  automatically maximized, and will automatically 
  win initiative each round. 
  The Tri-Force of Power 
  The Triforce of Power contains the essence of 
  Din, and the power of Fire and Shadow magic. 
  Fragments: Anyone who has a fragment of the 
  Tri-Force of Power has a +1 enhancement bonus 
  to Strength and Charisma, and gets a +1 
  enhancement bonus to their Base Attack Bonus. 
  This bonus can allow additional attacks, just like 
  the Base Attack Bonus given for classes. These 
  bonuses stack with the bonuses from other 
  fragments. 
  Completed: As well as the combined bonuses for 
  the eight fragments of the Tri-Force of Power, 
  the wielder of the complete Tri-Force of Power 
  also has all of their Fire and Shadow spells 
  automatically 
  maximized, 
  and 
  automatically 
  inflicts maximum damage with each attack. 
  The Tri-Force of Wisdom 
  The Tri-Force of Wisdom contains the essence of 
  Nayru, and the power of Light and Water magic. 
  Fragments: Anyone who has a fragment of the 
  Tri-Force of Wisdom has a +1 enhancement 
  bonus to Intelligence and Wisdom, and gets a +1 
  enhancement bonus to all skill checks. These 
  bonuses stack with the bonuses from other 
  fragments. 
  Completed: As well as the combined bonuses for 
  the eight fragments of the Tri-Force of Wisdom, 
  the wielder of the complete Tri-Force of Wisdom 
  also has all of their Light and Water spells 
  automatically maximized, and may take 10 or 
  
   
   
  232
  take 20 on skill checks regardless of the 
  circumstances. It still takes time to take 20, 
  however. 
  Combining the Tri-Force 
  When all three parts of the Tri-Force or reunited, 
  they become a sentient entity with 25 Int, 25 Wis 
  and 25 Cha. The Tri-Force will grant the user 
  access to Fire Power, Forest Power, Light Power, 
  Shadow Power, Spirit Power, and Water Power 
  spells at will. It will also grant greater effects, as 
  per the Wish spell. The Tri-Force requires the 
  user to fulfill a quest for each power used, which 
  is treated like a geas/quest by a caster of 30th 
  level, unless the user successfully makes a Will 
  save (DC 40). 
  
   
   
  233
  Chapter 14 Creating the Legend 
  What exactly about the Legend of Zelda series 
  has made it so fun? Is it the characters? Is it the 
  never-ending conflict between Link and Ganon 
  that draws us back repeatedly? Perhaps it is the 
  storylines, rich with a classic mythos of good 
  versus evil. It might even be the bright and 
  detailed setting rife with familiar locales and 
  mysterious histories. In truth, it is not any one of 
  those elements alone, but rather a blend of all of 
  them put together. This combination of story, 
  characters, setting and more makes the Legend 
  of Zelda universe such an intriguing place to 
  revisit time after time. We have grown to know 
  and love the setting after experiencing it so 
  many times, and over that duration, we have 
  come to know the setting and feel comfortable 
  there.   
  It is exactly that familiarity which players will 
  look for when playing a Legend of Zelda D20 
  campaign. Luckily for you Game Masters, this 
  chapter is here to help you provide that. Within 
  this chapter, you will find ways on creating 
  everything from stand-alone games to multi-
  campaign epics that are as engrossing and fun as 
  the video games are. Included are tons of 
  additional features ranging from tables and 
  charts designed to help you create your own 
  locations and lands within the Legend of Zelda 
  universe, populate towns, cities and villages, and 
  even create NPCs on the fly. In addition, you will 
  find tips on key elements of storytelling and plot 
  designing, helping you to create richer, deeper 
  stories to plunge your players into. Simply put, 
  this chapter will show you how to create your 
  own legends! 
  Where to Start 
  When you are the Game Master, there is a lot of 
  weight riding on your shoulders. All the players 
  have to do is consult their books, roll up their 
  characters and make them as detailed as 
  possible. It may be a lengthy process for the 
  more detail-oriented players, but in the end, it is 
  a simple and fun procedure. You, as the GM, 
  have a job that is just as much (if not more) fun, 
  though is twice as difficult. Your job is to take the 
  characters that your players have presented you 
  with and interweave them into a story of your 
  own design. You must use the characters in a 
  meaningful way, and at the same time, be 
  careful not to control the destiny of each player 
  character. Your job is to moderate and narrate 
  the game, telling a story that intrigues and 
  enchants the players, not alienate or control 
  them. Still, there is the story itself to consider. 
  You have a grand idea, possibly epic in scope, 
  and now you have the task of attempting to keep 
  the players focused on the goal at hand. At the 
  same 
  time, 
  each 
  individual 
  player’s 
  considerations must be taken into consideration, 
  and the characters themselves must have room 
  to grow and come into their own. 
  As you can see, the job of being the Game 
  Master can be a true juggling act. So how do you 
  manage all of this into some semblance of fun 
  (and sanity)? To start, several factors must be 
  considered. Start by breaking down the gaming 
  experience and looking at it in a series of phases. 
  The best way to start is by planning ahead, 
  making use of time before a game to ready 
  everything you will need. 
  Before the Game 
  Before the game begins, take the time to follow 
  through with a few simple steps. First things first, 
  know what you are designing and whom you are 
  designing for. If you create an insanely detailed 
  adventure only to have it ruined by the constant 
  conflict between the moblin warrior and the 
  zoran performer your players made, then what 
  was the point in the first place? Start by asking 
  all of your players who will be participating in the 
  game to create, detail and complete their 
  characters ahead of time. Give yourself some 
  leeway here, and request that the players 
  present their finished characters to you a few 
  days or a week before the game session is 
  supposed to begin. If you need more time than 
  that, do not hesitate to ask for it. After all, a 
  well-crafted adventure is far more fulfilling than a 
  piecemeal trek into the nearest cave to find some 
  random plot point. Use your set-up time to your 
  advantage and ask that players submit their 
  finalized characters early, giving you enough 
  time to properly plan and tailor the adventure to 
  both the story’s and the player’s needs. 
  When you have the player’s characters in hand, 
  look them over and decide where you’re going to 
  go from there. If one player has made a moblin 
  warrior with a history of killing any zoras on sight 
  and the other has created a zoran performer who 
  has parents were slain by a moblin tribe for 
  sport, things might not go very well. You could 
  try crafting the adventure in such a way that the 
  two are forced to work together, possibly even 
  coming 
  to 
  understand 
  and 
  overcome 
  one 
  another’s differences. On the other hand, you 
  might force them to cooperate to survive, 
  encouraging a grudgingly respectful partnership 
  rife with role-playing possibilities. However, in 
  instances 
  where 
  the 
  players 
  have 
  created 
  characters that simply will not get along no 
  matter what, you have a bit of a problem on your 
  hands. True, it is your job to create stories based 
  on the player’s characters and your own ideas, 
  but if the player’s submit characters that are 
  likely to spend entire gaming sessions ripping 
  
   
   
  234
  each other’s throats out, then there is a problem. 
  Moreover, being the GM, it is up to you to fix it.  
  Start by taking the players aside and explaining 
  the problem to them. Let them know that such a 
  character combination in the party might not be 
  a great idea, and it could cause strife. Suggest 
  that they either submit different characters, or 
  that 
  they 
  modify 
  the 
  characters’ 
  histories 
  somewhat so that cooperation is possible, even if 
  difficult. You might simply ask them to use the 
  contrasting personalities and histories as role-
  playing elements, offering them a chance to fuel 
  a dynamic game session full of witty and classic 
  role-playing. On the other side, you might try a 
  different tactic altogether. Ask them to either 
  create new characters altogether or remake their 
  current ones, but do it together. Have them both 
  sit down and create their characters side-by-side. 
  This enables the players in question to create 
  characters that are either compatible or linked to 
  one another. While not foolproof, making sure 
  that the characters your players will be playing 
  are compatible will make the game run much 
  smoother. This in turn will make your job a lot 
  easier. 
  After 
  reviewing 
  your 
  player’s 
  character 
  submissions, its time to start looking at what 
  type of game you are going to run. What is the 
  plot? What is the point of story? More importantly 
  at this phase, what type of game are you going 
  to be running? Start by considering the Legend of 
  Zelda series, as you have known them. Each 
  game in the series has consisted of a single basic 
  premise construct. Namely, the assignment of a 
  quest or mission, the retrieval of something lost, 
  and the defeat of a dire or evil villain or situation. 
  How will you incorporate those elements into a 
  sit-down game of Legend of Zelda D20? Look at 
  the following game-play types, and try to choose 
  what the best one for you is: 
  Swords and Spells 
  This game is heavily focused on combat and 
  mechanics. Players do not need to create heavily 
  detailed character backgrounds and histories. 
  Instead, all they need is a well-balanced 
  character, the right ability scores and feats, and 
  a slew of monsters to throw at them.   
  Games like this revolve around action. Plots 
  might be anything from the mundane (rescue the 
  kidnapped villager from the moblin tribe lurking 
  in the Lost Woods), to the complicated (infiltrate 
  the territory of nearby dark wizzrobe who’s been 
  rumored to be amassing an army and find out 
  what he’s up to). Games like these are action 
  intensive and usually do not involve a great deal 
  of in depth role-playing. They rely on tight rules, 
  good 
  mechanics 
  interpretation, 
  and 
  fair 
  judgments from the GM.   
  Combat heavy classes will quickly gain the upper 
  hand while classes without a great deal of 
  combat skill (such as the academic) will be at a 
  severe disadvantage. These types of games 
  require a straightforward method of planning. 
  First, envision the overall scenario. What is the 
  goal the players must accomplish? How can they 
  accomplish this goal? What side treks are 
  available or optional? What rewards will be given, 
  and how hard will the overall adventure be? You 
  must be very specific as to where you are going 
  to place encounters, or where you will check for 
  encounters, and keep Challenge Ratings, levels, 
  and other numeric and mechanics factors under 
  tight consideration. 
  Prose and Posture 
  This sort of game is exactly the opposite of the 
  type described above. It is nearly devoid of 
  action and combat, instead relying on heavy role-
  playing and player interaction to move it along. 
  This sort of game involves a lot of character 
  motivation, history, and background, so players 
  must detail their characters with large amounts 
  of care. Their characters must be believable, yet 
  must also be flexible enough to bend with nearly 
  any situation.   
  Games like this often focus on the interaction 
  between characters and NPCs, as well as 
  characters and other characters. NPCs play a 
  much bigger role, and their importance in the 
  overall plot is much more significant than in 
  other game types.   
  Classes that lean more towards the scholarly and 
  charismatic side of things (academics, nobles, 
  artisans) tend to have a heavy advantage in 
  these types of games while combat-heavy 
  classes (warrior, wilderfolk) are often at a 
  tremendous disadvantage. The use of skill checks 
  and role-playing far outweigh the uses of a sword 
  in these types of games, and action is a 
  consequence of events, not a prelude.   
  A Magical Mix 
  Perhaps the most common type of game is a 
  blend between the two types. Games filled with 
  senseless combat and looting tend to become 
  stale after a period. After all, what is the purpose 
  of becoming more powerful when there is no real 
  point to the game at all? On the other hand, 
  games that are a never-ending verbal sparring 
  match 
  between 
  highborn 
  nobles 
  and 
  their 
  opponents become dull after a time as well. After 
  all, if snubbing others and focusing on the 
  intrigue and interaction between characters were 
  the only things to do in the game, combat would 
  not even have rules made for it.   
  Simply put, too much of one or the other can get 
  boring quickly. Unless one method is greatly 
  preferred over the other, you might be better off 
  blending them to create a more rounded gaming 
  experience. A story that involves role-playing 
  between characters and NPCs and ends in a 
  climactic battle between heroes and villains can 
  be the most satisfying blend of game you can 
  
   
   
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  present. Consider things from the player’s point 
  of view. What do they want to experience, and 
  how can you provide that experience? 
  Finishing Preparations 
  Once you have figured out what type of game 
  you are going to run and who the characters will 
  be, its time to put the final changes on your 
  adventure. Write up or outline a basic plot 
  structure. Try to look at the bigger picture of 
  what your story is about and arch it over the 
  course of the game. Consider player motivations 
  and insert small elements for each character so 
  they 
  each 
  feel 
  a 
  personal 
  motivation 
  for 
  completing their quest. By including something of 
  interest for each character in your plot, you will 
  be creating a rewarding experience for the 
  payers by allowing their characters to feel like 
  they are a part of the Legend of Zelda universe. 
  Next, place your encounters. Discussed in 
  greater detail later in this chapter, encounters 
  are events which present the players with 
  conflict, plot points, changes in motivation, or 
  some other surprise or planned happening which 
  forces the players to make a decision. Whether 
  combat with a wandering pack of octoroks, or a 
  chance encounter with a farmer along the road to 
  a village, encounters form the basis for passing 
  information about your story to the characters. 
  Try to plan these out accordingly, taking into 
  account character preparation, and keep a few 
  encounters off to the side in case you want to 
  throw in an unexpected surprise or switch 
  something pre-planned for something more 
  sporadic. 
  Finally, compile all the resources and tools you 
  will need for the adventure. You may find it 
  handy to bookmark monster entries that you’ll 
  need to refer to, map out dungeons ahead of 
  time for ease of explanation, and write down 
  what rewards you’ll be giving out and at what 
  points. The more preparation you do ahead of 
  time in the pre-game planning phase, the 
  smoother, faster, and easier running your actual 
  game is going to be. 
  During the Game 
  Once you are into the game, there is no going 
  back. You have your preparation work all done, 
  your players are ready, and the adventure is 
  under way. However, a GM’s job has only just 
  begun. Your job is to run and maintain the game 
  as the players progress through it, all the while 
  keeping the spirit and essence of the Legend of 
  Zelda intact.   
  Players have a nasty habit of sidetracking 
  adventures when you are not looking. One 
  minute they are moving right along the path you 
  want them to be, and the next they are off 
  pursuing a red herring with more determination 
  than you would imagine. Perhaps a side quest 
  has suddenly become more appealing to them, or 
  perhaps they have stumbled upon something 
  altogether different in the adventure that they 
  would rather pursue. In any case, it’s bound to 
  happen to you and you should be prepared. Keep 
  a few spare encounters off to the side to help 
  buffer the detour while you attempt to get them 
  back on track. Put in subtle hints during the 
  game that they are on the wrong path, or have 
  the story wind down a bit, so they have no real 
  motivation 
  to 
  continue 
  with 
  the 
  detour. 
  Alternatively, just go with it, and see what sort of 
  improvisational adventure results. No matter 
  what, try to use your best judgment for each 
  situation and stay prepared. 
  After the Game 
  Once the game is over and the adventure 
  concluded until the next game session, it is time 
  to reassess where you are in your story and 
  where you want to go. After giving out 
  experience points and considering where you left 
  off, it is important to try to examine what is left 
  to accomplish. The Legend of Zelda has always 
  been about linear goals encompassed by large 
  and highly free exploration. This exploration, in 
  turn is narrowed somewhat by a set of obstacles 
  that can only be overcome in some particular 
  order, thus forcing players to take things step by 
  step to overcome their obstacles. 
  Your game should be no different. Try to plan 
  what the character’s next required move should 
  be and detail it. Give the character’s multiple 
  ways to accomplish this goal. Alternatively, 
  create a single goal with a single method of 
  resolution, but allow players to create that 
  resolution 
  based 
  on 
  their 
  strengths 
  and 
  weaknesses. For example, if the party’s mission 
  was to infiltrate a dark wizzrobe’s holding and 
  discover why the wizzrobe is amassing an army, 
  you might decide that the party’s ultimate goal is 
  to destroy the wizzrobe and his ironknuckle 
  guards before they can learn of the character’s 
  infiltration and root them out. Thus, for a combat 
  heavy party, the obvious way to stop the 
  wizzrobe would be through martial means. 
  Combat might be the most likely solution, and 
  thus you could write the next adventure session 
  to include generous but meaningful amounts of 
  combat that help to propel the story along and 
  give the players a chance to have their 
  characters shine.   
  Regardless of the method used, the best thing 
  you can do is to prepare the next segment so 
  that it is more exciting and fun than the last 
  session. Try to build the stories climactically so 
  that player interest remains high and the story 
  itself winds to a natural (or unnatural if that’s to 
  be the way) conclusion.   
  How to Create a Legend 
  Legend of Zelda D20 is a game of epic 
  adventures set against the backdrop of the 
  
   
   
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  Legend of Zelda universe. The characters are 
  faced with incredible goals involving danger and 
  daring, which ultimately lead them to accomplish 
  something. At times, that something will be a 
  small goal, perhaps something personal and 
  close to the character’s heart. Other times the 
  goal may be something that affects other people, 
  tribes, nations, or even the world. Regardless of 
  the actual goal in mind, the Legend of Zelda 
  backdrop is a place of fantastic journeys, deep 
  exploration, and exacting detail. The above-
  mentioned section dealt with how to prepare, set 
  up, run, and maintain a campaign by showing 
  you a model of preparation and management. 
  However, the question remains: What constitutes 
  a Legend of Zelda D20 campaign? What material 
  works and does not work for Legend of Zelda 
  D20? What elements make up the story and what 
  is concurrent with the series as a whole? 
  In this section, we will look at how to create and 
  structure a Legend of Zelda D20 campaign in 
  detail. In addition, we will cover what makes a 
  Legend of Zelda campaign feel like a Legend of 
  Zelda campaign. Most important, we will look at 
  individual properties of the game and plot, and 
  help define them into individual units so they can 
  be used where needed in your own games.   
  Theme 
  Where better place to start than theme? Theme 
  is the foundation upon which everything else 
  rests in your campaign. It is the basis for your 
  campaign, and every other element of the game 
  rests upon it. Theme, simply put, is the feel that 
  you wish to give your Legend of Zelda D20 
  campaign. Theme is the feeling that you imbue 
  the campaign with and hope to get across to 
  your players. Think of theme as the building 
  block that all other elements of your game rest 
  upon. Without theme to guide the direction of 
  your campaign, your games will consist of 
  random stories where characters do random 
  things for no real reason. Theme adds flavor and 
  color to the campaign, and most importantly, it 
  adds purpose and motivation. Theme blends the 
  motivational yearnings of the characters and the 
  story plot and weaves them together into a 
  singular purpose. This purpose is the ultimate 
  goal of the stories you are constructing with the 
  players, and thus, the ultimate goal of the game.   
  Theme can often be summed up in a single word, 
  normally 
  an 
  adjective 
  or 
  verb 
  describing 
  something that you want to get across to the 
  players. Perhaps you had an idea for a specific 
  emotion that you thought would be a great 
  driving point for the characters to focus upon. 
  Alternatively, maybe a particular character’s 
  background leaves room for expansion into a 
  story that the whole group can engage in. 
  Regardless of how you find the theme of the 
  campaign, it is important to narrow it down and 
  determine exactly what it entails. Listed below 
  are several commonly used themes. Each one is 
  described in a way that will help you get familiar 
  with the process of what the theme is and how to 
  use it.   
  Revenge 
  This is a classic theme that has been the focus of 
  many stories. More importantly, revenge has 
  played a role in the Legend of Zelda universe 
  from time to time. Ganon, repeatedly defeated 
  by a hero named Link, seeks revenge on those 
  who imprisoned and thwarted him in Ages past. 
  Revenge is a powerful theme. It is most useful 
  when used as a means to motivate characters to 
  accomplish personal goals. For example, if a 
  character’s background indicates that his zoran 
  performer’s parents were slain by a moblin tribe, 
  the character (and player) will have an easy time 
  getting into the feel of revenge as a theme. In 
  this instance, you might choose to design a 
  campaign around the character tracking down 
  the moblin tribe responsible for his parent’s 
  death and destroying them. Alternatively, you 
  might allow the character to track down the 
  individual moblins responsible and mete out 
  justice in whatever forms the character thinks 
  appropriate. 
  Revenge, in its simplest form, is aggressive 
  retribution 
  from 
  one 
  character 
  to 
  another 
  character or NPC for some perceived wrong that 
  has been done. Keep in mind that revenge as a 
  theme can tend to have darker overtones, and 
  the theme itself may take on a darker mood as a 
  result. Revenge can take what is normally a fairly 
  bright and hopeful setting and turn it darker. 
  Caution should be used when focusing upon 
  revenge as a theme for these very reasons; often 
  a character’s personal agenda may become more 
  important than the story line and when that 
  happens, the other players or even the plot itself 
  may suffer. In the end, be cautious about using 
  revenge if this is a consideration.   
  Also, be wary of the fact that revenge as a theme 
  can turn a campaign a shade darker. Focus must 
  be taken into careful account as well. Characters 
  with the light focus will not pursue revenge 
  unless forced to do so. To them, revenge is an 
  act of vengeful, selfish behavior, and the use of 
  violence to solve a problem should be avoided at 
  all costs. A light focus character following 
  through with revenge should be warned by you 
  that the character’s actions may be swinging 
  towards shadow, which may, at some point, 
  necessitate a focus change (see Chapter 5: 
  Character Detail for more information on 
  focus).  
  Mystery 
  One of the core elements of the Legend of Zelda 
  series, mystery is a powerful tool of plot 
  development and theme. The exploration of 
  
   
   
  237
  strange and magical dungeons, the plundering of 
  ancient palaces, the mythos of the Tri-Force, the 
  marks of the Royal Hylian Family’s sigil, all these 
  and more are elements of mystery. 
  When considering mystery as a theme, first look 
  at what mystery is all about. Mystery is 
  something 
  unexplained, 
  something 
  that 
  is 
  unclear and that must be made clear to the 
  players. A mystery is something that is an 
  enigma and it is up to the players to figure it out. 
  Perhaps the characters receive a mysterious note 
  from a hylian noble who asks them to meet her 
  at a rendezvous point. Yet, when the characters 
  arrive at the agreed place on time, their 
  mysterious noble contact is nowhere to be found. 
  Why? What has happened? Who was the noble 
  and what did she want in the first place? All 
  these are elements of mystery, and are a great 
  platform for a campaign when you want to keep 
  the players guessing. In addition, consider one of 
  the hallmark traditions of the Zelda series – 
  dungeon exploration. The plundering of ancient 
  tombs or labyrinths is a mystery as well. The 
  dungeon-delving aspect of the Legend of Zelda 
  has remained strong since the series inception, 
  and 
  the 
  mystery 
  of 
  exploring 
  potentially 
  profitable 
  and 
  almost 
  certainly 
  dangerous 
  dungeons is sure to mystify and delight any 
  player. 
  Retrieval 
  Tales that speak of a magical sword lost to time 
  in the Lost Woods, myths of forgotten spells lying 
  undisturbed in the library of a long-dead 
  wizzrobe master, and legends of hidden treasure 
  nestled in the bowels of Death Mountain are all 
  elements of the retrieval theme. To find what is 
  lost and reclaim it to an Age is the goal of this 
  theme. 
  The retrieval theme is as classic as it is simple. 
  To find some item, artifact, lost knowledge, or 
  perhaps even person and recover it to modern 
  times is the fire that fuels the theme. Perhaps 
  the characters’ mentor tells them of an ancient 
  artifact capable of breaking a terrible curse 
  placed on a distant land. Maybe the characters 
  read tales of powerful magic left to lie in a 
  forgotten temple built by a famous wizzrobe. 
  Regardless of the tale, myth, or rumor involved, 
  retrieval is a great way to throw players into a 
  campaign together. By creating a quest to find an 
  item or group of items that would be of great use 
  and help to the party, you are creating an 
  environment that encourages group effort and 
  teamwork. The fun and camaraderie involved in 
  working together to overcome obstacles in order 
  to find that lost relic can be a tremendously easy 
  way to help break the ice between players and 
  help their characters find an easy setting in 
  which to forge lasting bonds of friendship.   
  This theme, much like mystery, has always had a 
  very large role to play in the Legend of Zelda 
  series. Whether the recovery of the Tri-Force 
  pieces, 
  stones 
  of 
  power, 
  Sage 
  seals, 
  or 
  instruments to wake the Wind Fish, the Legend 
  of Zelda series has always had a strong emphasis 
  on discovering and retrieving items of power. 
  Whether magical or mundane, the theme has 
  always played an important role in the series, 
  and should be included to some degree in nearly 
  every campaign. The degree to which it is used is 
  up to you of course, but it should be noted that 
  the theme must be carefully used so as not to 
  turn a campaign into a magical item factory. If 
  players 
  can 
  expect 
  new 
  magic 
  items 
  to 
  constantly flood into their hands, the value of 
  such a theme and the quests forming them will 
  quickly diminish in importance.  
  Exploration 
  A forgotten labyrinth lies laden with mystery in 
  the bowels of a rank swamp in Termina. In far off 
  Holodrum, a cave lies beckoning to adventurers 
  to delve into its depths in search of treasure or 
  fate. Far off on Koholint Island, the Wind Fish’s 
  ancient perch suddenly opens revealing a never 
  before explored dungeon full of unexplored, 
  Ages-old mystery. These fascinating plot points 
  and more help to give you a basic idea behind 
  the exploration theme. 
  At first glance, this theme seems to share many 
  similarities 
  with 
  the 
  mystery 
  and 
  retrieval 
  themes. Indeed, the two are closely linked in 
  many ways, but there is a definite distinction. 
  While a mystery theme focuses on the actual 
  feeling of the mystery behind the plot and the 
  subtle lack of a definite solution that is 
   
  Exploring the unknown is a major part of any 
  Legend of Zelda game. 
  
   
   
  238
  immediately accessible to the payers, exploration 
  focuses less on the aspect of mystery and more 
  upon the delving of an actual structure. Likewise, 
  while retrieval often includes exploration as part 
  of its objective goal, the exploration themes 
  focuses less on the importance of finding an 
  object or item and more on the adventure of 
  actually exploring a place previously unknown to 
  the players. Games and campaigns based around 
  this theme often find the players discovering a 
  site, 
  location, 
  or 
  other 
  undisclosed 
  place, 
  preparing for the journey, and finally exploring it 
  to their full capability.   
  The Legend of Zelda series has always had a 
  heavy element of the exploration theme in it. The 
  various dungeons Link must traverse in each 
  installment of the series are excellent examples 
  of the exploration theme at work.   
  In Legend of Zelda D20, exploration is an 
  extremely important theme, and almost no game 
  or campaign should be without it. The aspect of 
  exploring something, whether a familiar or new 
  location is important for several reasons. For 
  starters, it helps keep the game moving, and 
  allows players to occupy time out of more tense 
  situations. Often, exploration can be used as a 
  way for the character and the player to utilize 
  their 
  utilitarian 
  sides. 
  Second, 
  exploration 
  presents the players with a sense of familiarity. If 
  they explore a dungeon, then come back a week 
  later and find it unchanged; the players will grow 
  to feel that the game world is not static, full of 
  random encounters and constantly subject to the 
  GM’s whim. Exploration also provides a solid 
  backbone 
  for 
  the 
  placement 
  of 
  planned 
  encounters and presents many opportunities for 
  group effort and teamwork amongst the players.   
  By correctly using these elements you will foster 
  a greater sense of cooperation and closeness 
  amongst the player’s characters, thus enabling 
  the players themselves to be closer to the game 
  and feel as though they actually have something 
  at stake. This in turn breeds good role-playing, 
  as players are suddenly concerned with not only 
  their character’s survival, but the character’s of 
  the other players as well. 
  Intrigue 
  In the courts of hylian nobles, shadowy plots are 
  set in motion. In the mayor of Clock Town’s 
  palace, plans are laid that could jeopardize not 
  only the mayor’s position, but the city’s economic 
  future as well. In the court of the Deku King of 
  Termina, elders and shamans come together to 
  whisper of secrets that only they know of. All of 
  these are classic examples of intrigue as a 
  theme. Intrigue is the inner politics between 
  people and orders. When used in a campaign, 
  intrigue is a powerful tool for role-playing, yet it 
  is a very one-sided theme.   
  Campaigns using intrigue as a primary theme 
  rely a great deal on role-playing as the primary 
  push for moving the story along. Consequently, 
  classes that are more combat-oriented may not 
  have as important a role to play as classes whose 
  focus lies in different directions, most notably the 
  noble class. Intrigue can be intensively heavy in 
  the role-playing department, requiring players to 
  spend whole sessions building contacts, creating 
  webs of allies, and setting up possible opponents 
  for the fall. All the while, they must politically 
  and tangibly outmaneuver the various traps laid 
  for them by their opponents. 
  Intrigue has never played a heavy part in the 
  Legend of Zelda series, though elements of it can 
  be seen as central points in plots throughout the 
  series. For example, Ganon’s attack on Hyrule 
  Castle during Ocarina of Time featured Ganon 
  having access to the castle at a time when he 
  should not have had access to it. The royal 
  guards had either been defeated or subverted, 
  and Impa and a young Princess Zelda were 
  fleeing for their lives. How did Ganon succeed in 
  such a brazen attack? Was he truly that skilled? 
  Alternatively, did someone betray the royal 
  family? 
  The same can be said of the Adventure of Link. 
  Princess Zelda was assaulted in her own castle 
  and a sleeping spell cast over her that none know 
  how to break. Where were her guards? Were 
  they defeated? Or did someone on the inside 
  have a separate agenda all of their own? 
  As you can see, intrigue is often best used in 
  small doses. If you and your players prefer the 
  lengthier, more role-playing intensive game 
  sessions, 
  then 
  use 
  intrigue 
  all 
  you 
  wish. 
  However, for the majority of games, intrigue is 
  best used as smaller element of the greater 
  theme, and to help supplement the mood. 
  Heroism 
  A young boy from the Kokiri Woods facing the 
  dark magic of Ganondorf, King of Thieves. This, 
  the very core of the Legend of Zelda Universe 
  storyline, is a prime example of the heroism 
  theme. This theme exemplifies every game in the 
  series, and is perhaps the simplest to understand 
  and utilize in a campaign.   
  The triumph of good over evil has always been a 
  major theme of the Legend of Zelda series. 
  Incorporating it into your campaign is as simple 
  as creating something evil and villainous for the 
  heroes to stand against. Whether it is a dark 
  warlord, a renegade wizzrobe bent on magical 
  domination, or an assassin for hire preying upon 
  the character’s allies, the heroism theme should 
  be relatively simple to implement and for players 
  to adjust to. 
  This theme, perhaps more than any other, is a 
  crucial element to retaining the feeling and 
  flavour of the Legend of Zelda universe. Stories 
  
   
   
  239
  that consist of humor, intrigue, and other 
  elements of theme should be somehow tied 
  together or bound by one of heroism. Heroism is 
  the true foundation stone of nearly every single 
  great moment in the Legend of Zelda series, and 
  should be amply available in your campaign as a 
  springboard for players to use to achieve their 
  character’s goals. 
  Other Themes 
  The above listed themes are just a few of the 
  many major themes you might use in your 
  games and campaign. At times, rather than using 
  a single theme for the basis of the campaign, you 
  might combine several into blend of plot twists 
  and 
  motivations 
  to 
  further 
  entangle 
  the 
  characters in your story. Blending themes is a 
  useful way to help integrate multiple layers of 
  complexity and depth into your campaign. When 
  brainstorming a story, start out with a basic idea 
  of what type of story you want. Choose a theme 
  that best fits the goals and feelings you wish to 
  imbue the campaign with. If several fit better, 
  then use whichever ones help you define and 
  create the type of game that you are aiming for. 
  In addition, you may also create other, different 
  themes to better match the type of game that 
  you are shooting for. When doing so, try to 
  envision exactly what you want the story to 
  teach or be about, think on what primary 
  
   
   
  240
  emotion you are focusing upon, using, or 
  attempting to pull from the participants and try 
  to contextualize that into a narrowed topic. This 
  would become your theme. 
  Mood 
  If theme is the basic building block of the stories 
  you create, then mood is the texture of it the 
  whole way through. Mood is a powerfully 
  important element of the campaign. It breathes 
  life into the theme and helps to make the 
  feelings you wish to express at any given 
  moment come alive with vividness and realism. 
  Mood is the feeling and tone that you are giving 
  to a moment in the game, whether it is a single 
  scene or an entire multi-session campaign. Mood 
  can be the raspy, croaking tone of voice you 
  portray the aged witch living in the Spirit Desert 
  who aids the characters, or the description of a 
  room that seems ordinary, yet holds forbidden 
  terrors not readily apparent. Let us discuss some 
  of the methods of tone and how you use them. 
  Description 
  Consider carefully the way you describe the 
  game and the things that happen in it to the 
  players. The words you use and the way you say 
  them can make or break any given scene in a 
  game. 
  In 
  the 
  Legend 
  of 
  Zelda 
  Universe, 
  descriptions should be detailed, but not over-
  burdened by unnecessary intricacies. The Legend 
  of Zelda focuses more on the actions of the 
  characters, not the appearance and tone of the 
  setting, though those elements are crucial al the 
  same. Consider the following two descriptions 
  below. The scenario is that the players have 
  gained entrance to a desert temple in search of 
  an artifact. Once the characters gain entry to the 
  temple, the GM gives the following description: 
  As the group of you step into the temple, you see 
  a large room around you. There are pillars along 
  the walls and torches lit. Its dark and you cannot 
  see much. Ahead of you are a stairwell and a 
  doorway in the north wall. 
  Now try this one: 
  As the four of you wedge into the narrow temple 
  entrance, your feel awe grip you with an iron fist. 
  A chamber reaching up over 60 ft. into the 
  shadowed ceiling of the chamber spreads out into 
  smooth stone walls, ringing the chamber. Tall, 
  rune-encrusted pillars line the curved walls at 
  intervals, and the deep, hazy shadows of the 
  place are only barely illuminated by the feeble, 
  flickering glow of a few sparse torches burning in 
  ancient sconces attached to the walls. In the dim 
  light, only the faint outline of a stairwell and a 
  carved stone archway can be seen in the 
  distance. The dust motes in the air trail lazily by, 
  swishing past you to the open door behind as if 
  trying to escape their dark prison. The chamber 
  smells of age and dust, stone and time… an eerie 
  silence fills the room, broken only by the sound 
  of your breathing. 
  It is easy to compare the difference between the 
  two. 
  Besides 
  the 
  complexity 
  and 
  detail 
  differences, the difference in mood is quite 
  severe. The first description, while it works, 
  leaves the players without any particular mood to 
  the chamber. They have walked in, and it is a 
  chamber. The GM described some torches, and 
  gave the players a general sense of direction, but 
  little else. A description like that will work, but 
  why settle for that? The second description gives 
  the temple an ancient and untouched mood. The 
  shadows are described as hazy and deep, 
  impressing a sense of mystery to the darkness of 
  the place. The torchlight is feeble and flickering, 
  barely illuminating the room. The ceiling is lost in 
  shadows. All of these elements lend a sense of 
  mystery, adventure, and possibly dread to the 
  temple’s first chamber. Now that the mood is set, 
  the GM does not have to give such lengthy 
  descriptions of each room or passageway in the 
  place. The mood has been set, and the GM can 
  move onto other things, occasionally going back 
  to reinforce some aspect of the mood to heighten 
  tension, create suspense, or perhaps foreshadow 
  an encounter.   
  When considering mood description in a Legend 
  of Zelda game, focus on what you have learned 
  from the series. Do you remember the woods as 
  you first saw them in the Adventure of Link? 
  They were dark and full of mottled colors. What 
  about the palaces? They were all brick and stone, 
  with severe angles and metal doors. Think on the 
  appearance of the Lost Woods in Ocarina of 
  Time. They were misty and foggy; you were 
  never able to see far into the distance, and an 
  odd silence hung over the place you could almost 
  feel beneath the sounds of birds and the forest 
  that rang out in the background. The Lost Woods 
  were full of twists and turns, mysterious 
  pathways, and legends surrounding it. It was a 
  place that made you feel as if you truly might be 
  forever lost in its depths.  
  When describing scenery in your Legend of Zelda 
  game, keep these examples in mind. Use them to 
  guide you as to what is appropriate and what is 
  not. 
  Consider combat as well. Combat is a fast and 
  reckless activity that can begin and end within a 
  few moments span. Alternatively, combat might 
  be a precise duel of clever maneuvering and 
  careful strategy. Consider the scenario and 
  descriptions below. A member of the party loses 
  his way in the desert temple, and he becomes 
  separated from the rest of the group. In one 
  room, he finds a stalfos, and unfortunately 
  triggers a trap. The door locks behind him as he 
  steps on a pressure plate, and in order to free 
  himself, he must defeat the stalfos and retrieve 
  the key the creature is carrying: 
  
   
   
  241
  The door slams and clicks shut. The stalfos 
  attacks you and hits causing 7 points of damage. 
  He jumps back a bit and is ready to attack again. 
  Your turn. 
  Now consider the same scene, but described 
  differently: 
  A jarring boom rings through the room as the 
  door slams shut behind you! You hear the click of 
  a lock and the stalfos snaps to attention, 
  hideous, leering skull fixing you with a hollow 
  stare. With a silent shriek, the creature crouches, 
  and 
  then 
  leaps 
  in 
  towards 
  you, 
  slashing 
  downward with its jagged blade! The blade rips 
  through your thigh, leaving a warm trail of blood 
  and shooting pain racing up your leg (7 damage)! 
  The creature thrusts his shield forward and 
  readies his blade! 
  The difference is readily apparent. The first 
  descriptor fit the situation, but did not give any 
  detail. The second description was more intense, 
  highlighting the frightening appearance of the 
  stalfos and its combat skill. The actual hit was 
  more 
  detailed 
  as 
  well, 
  giving 
  the 
  player 
  something to role-play (the character may limp 
  for a few minutes and perhaps be depicted as 
  favoring his wounded leg).   
  Tone 
  Giving a good description in the Legend of Zelda 
  is important. After all, the series has always 
  relied upon the intricate design of its dungeons, 
  lush outdoors environments, and characters to 
  propel the story along. When describing places, 
  things, or people, the tone is just as, if not more 
  important than what you say.   
  Consider the scenario examples given in the 
  mood section above. When you describe the 
  temple to them, try to keep some things in mind. 
  The Legend of Zelda universe has a rich history. 
  Perhaps the temple was a long forgotten relic of 
  a time when hylians built it to worship the 
  Goddesses. Perhaps it is an ancient gerudo 
  stronghold built to house the King or Queen of 
  the gerudo as they ruled. Perhaps it is something 
  altogether 
  different, 
  but 
  regardless 
  of 
  the 
  purpose, keep in mind the feeling you wish to 
  inspire. Use your tone of voice, mannerisms, and 
  gestures to express what you want to get across 
  to the players. When describing the temple, use 
  a low, mysterious tone of voice. When describing 
  the combat scene, speak in a fast-paced tone 
  and make gestures. Try to envision the first time 
  you ever controlled Link swinging his sword in 
  any of the series games, or the first time you 
  ever maneuvered around an opponent in Ocarina 
  or Majora’s Mask by using the targeting system 
  and suddenly leaped in for the attack!  The 
  legend Zelda has been full of incredible combat, 
  and there is plenty of opportunity to continue the 
  tradition in your own games. 
  Conflict 
  Exciting stories contain conflict of some sort. 
  When creating a story, conflict is not something 
  that can be avoided. It has been a staple of 
  almost every story that has ever been told, and 
  is a prime part of the Legend of Zelda series. In 
  the Legend of Zelda, conflict is a never-ending 
  principle, extending eternally so that the heroes 
  must work to balance it and bring the order of 
  things back into equilibrium. The various Links 
  have always battled Ganon, yet Link has also 
  battled the elements, monsters, and even 
  ordinary or eclectic folk who have offered aid at a 
  price.   
  In your Legend of Zelda games, conflict should 
  not be in short supply. It is a prime source of 
  adventure and an endless source of potential 
  material waiting to be tapped by clever GM’s. 
  Conflict is not simply limited by what the 
  characters must do to achieve their goal. 
  Especially in the Legend of Zelda, conflict takes 
  on a much wider scale in keeping in touch with 
  the themes and flavor of the setting. For 
  example, consider the scenario below: 
  The party has come through Clocktown tracking 
  a thief who stole one of their more precious 
  magical items they had recovered from the 
  desert temple. Upon arriving in Clocktown, the 
  trail goes cold, and the party realizes they have 
  no leads. One of the characters reasons that 
  someone in the city must know of any thieves’ 
  guilds or groups within the city or surrounding 
  area. After a brief investigation, the characters 
  come across the Bombers Club. Appalled by the 
  character’s story of theft, one the Bombers tips 
  the characters off as to someone who might be 
  able to help them: a deku market dealer in the 
  bazaar. When the characters confront the deku 
  merchant, he tells them he might be able to help, 
  but for a price. The merchant tells them if they 
  go to a nearby swamp and retrieve for him a 
  special item, he will help them. All he wishes is 
  for the characters to retrieve a small stone statue 
  of little value. Then he will tell them anything 
  they wish to know. Little do the characters know 
  the statue in question is a relic that a local tribe 
  of wild goriyas holds in very high regard… 
  The above example illustrates the depth that 
  conflict can add to any game. The characters are 
  in conflict with the original thief, who might be 
  working for the deku merchant. Perhaps as an 
  added twist, the merchant and thief are allied, 
  and wish to try to rid themselves of the 
  characters by sending them off to what would 
  seem to be a certain death. The characters will 
  certainly come into conflict with the goriya tribe 
  as well, in addition to any other trouble the 
  characters might stir up in between those events. 
  Conflict should also have an ending phase as 
  well. At some point, the characters should be 
  
   
   
  242
  able to overcome the various conflicts within the 
  story. A few might slip through the cracks, 
  possibly to continue on to other campaigns and 
  stories. Others may simply become red herrings 
  or be put on hold to be explored later when the 
  party is better prepared. Conflict resolution is an 
  important method of ending a story, and the 
  players should have ample opportunity to do this 
  provided they don’t make too many mistakes. 
  Motivation 
  Theme and mood help you to create the game 
  and the story. Motivation is the purpose and 
  reason 
  why 
  the 
  characters 
  are 
  trying 
  to 
  accomplish 
  something 
  in 
  the 
  first 
  place. 
  Motivation is push to complete the goal in mind. 
  For instance, you may have written an adventure 
  about a desert temple containing an artifact. You 
  want the PCs to explore the temple, and possibly 
  retrieve the artifact within. However, why are 
  they going to do this? Why are the characters 
  going to risk their lives exploring some forgotten 
  temple simply to retrieve an artifact that may or 
  may not be there? 
  Motivation 
  gives 
  the 
  adventure 
  drive 
  and 
  ambition. Why are the characters going to be in 
  the temple? You might write the story in a way 
  that explains that one of the characters friends 
  recommended it to them. Alternatively, perhaps 
  they have heard that the artifact within can do 
  something they have wanted for a long time. 
  Perhaps one of the characters was asked on a 
  dying request to explore the place to find the 
  hidden treasure. Or maybe the temple’s artifact 
  is simply one piece of an artifact puzzle the 
  character’s must solve to gain entry to a final 
  temple where they may rescued a kidnapped 
  hylian noble? 
  Regardless of the actual motivations that you or 
  the characters insert into the story, its important 
  to keep them grounded in common sense and 
  realism. The world of The Legend of Zelda is a 
  fantastic fantasy world, but like our own world, 
  things happen for a reason. Try to get to know 
  the characters that your players play so you can 
  create stories that barter to their interests as 
  well. A game session built around a story of a 
  lone adventurer in a city where the main source 
  of conflict is territorial friction between various 
  thieves and a ring of gambling merchants might 
  not be as entertaining for an artisan as it might 
  for a drifter. 
  Piecing it Together 
  We have covered the basics of a Legend of Zelda 
  campaign, such as theme, mood, conflict, and 
  motivation. The previously covered sections in 
  this chapter detail the elements of a Legend of 
  Zelda campaign that are essential to building an 
  epic and engrossing campaign. However, the 
  question is, what do you do with all the pieces 
  once you have them? 
  Compiling 
  Once you have the theme, mood, conflicts and 
  motivations down, its time to put it all together 
  into a single unified adventure. First, take the 
  theme(s) you will be using and decide how you 
  would like to stretch these out over the length of 
  your games or campaign. Try to visualize the 
  mood you will want to use in key scenes, 
  encounters, 
  and 
  critical 
  story 
  moments. 
  Interaction is key here, as you will want to think 
  ahead to possible side jaunts, and how you can 
  keep the game on track. 
  Next, decide on the main conflicts of the story 
  and how they affect the characters.  The Legend 
  of Zelda has always been about characters in 
  conflict with powerful forces of mystery and 
  might, and your games should be no exception. 
  However, 
  smaller-scale 
  conflicts 
  should 
  be 
  integrated as well, possibly leaving an opening 
  for future story spin-offs for later campaigns. 
  Lastly, decide what motivational factors can be 
  thrown at the players to hurtle them into the 
  story. How will you involve them in the story you 
  have created?   
  Once you have this framework, try writing it 
  down. Getting the idea on paper can go a long 
  way for you, especially if you can outline it in a 
  way 
  that 
  is 
  readily 
  accessible 
  during 
  the 
  adventure. 
  Creating the Unknown 
  You have your story, characters, and everything 
  else in fine working order. Once your preparatory 
  work is completed, you are ready to begin play. 
  Simply gather the players, and start gaming! 
  Start by choosing a location to begin the game 
  in, such as Hyrule, Termina, or any other land 
  that we have fully detailed in Chapter 9: 
  Legendary 
  Gazetteer. 
  Next, 
  place 
  the 
  characters at a location within the land and you 
  are ready to begin the adventure. 
  However, what happens if you do not want to use 
  one of the detailed lands we have provided for 
  you? What will happen if you want to make up 
  your own land, continent, or town? What would 
  happen if you would rather set the adventure in 
  an entirely new and remote location, rather than 
  use a familiar location from the series? Well, no 
  problem! This section aims to answer those 
  questions by providing you with the resources to 
  do it yourself. Whether you wish to create a town 
  or populate a continent, this section offers GM’s a 
  wealth of tools and resources for use when 
  creating your own locations and lands in the 
  world of the Legend of Zelda. 
  Terrain 
  When creating your own lands or adding onto 
  what is available, the first thing you need to do is 
  figure out what sort of geographical makeup you 
  want. You can simply jot down or draw out what 
  
   
   
  243
  you would prefer, or you may use the Terrain 
  Generation Table for random generation. To 
  use the tables, roll percentile dice and consult 
  the table to see what the results of the roll are. 
  You may roll as many times as you like, inserting 
  new terrain features wherever you like. The 
  terrain type indicated is then placed wherever 
  you like on your geographical makeup. Drawing 
  and keeping a map of some sort might be handy, 
  especially in keeping track of the various rolls. 
  You can use the generated terrain any way you 
  like, arranged however you like. To start, try to 
  get some basic concept of the land that you are 
  dealing with. Shape it out; maybe even draw it 
  out first to get an idea of the framework of 
  territory shape that you are working with. Next, 
  use the table above to generate the geographic 
  features of the land, and place them where you 
  like. Try to follow natural patterns of geology 
  (mountains shadowing coastlines, lakes and 
  rivers originating from the sea or mountain 
  sources, 
  forests 
  and 
  plains 
  mixed 
  with 
  appropriateness, etc). 
  Population 
  The next step is to populate your land. Villages, 
  towns, and cities adorn the countryside, and it is 
  up to you to determine where they are placed. 
  For random generation of settlements consult the 
  Population Generation Table. To use the 
  table, simply choose what type of settlement you 
  would like to place in your land. The choice is 
  completely up to you, and you may choose 
  whatever type of settlement you like. Once the 
  settlement type is chosen, consult its entry on 
  the table and roll the appropriate dice. Take the 
  result and multiply it by the geographic bonus on 
  the same table. This gives you a base population 
  for the settlement you have chosen. 
  Next, take the base population and adjust it 
  according to the Terrain Modifier Table to 
  determine how the environment around the 
  settlement affects the population. Simply take 
  the base population and multiply it by the 
  percentage 
  given 
  to 
  determine 
  the 
  actual 
  population. 
  Generation Example 
  For example, Matt is the GM of a new Legend of 
  Zelda D20 game. His players, Andrew, Chris, and 
  Josh are ready to adventure in the world of the 
  Legend of Zelda, but Matt decides that he will be 
  placing the adventure outside the borders of 
  Hyrule and Termina, but still on the same 
  continent. He decides he will generate some new 
  terrain randomly. 
  First, Matt draws a rough outline of the lands he 
  will be using, drawing just enough to give him 
  some room to play with it a little. Next, he 
  generates some terrain by rolling on the Terrain 
  Generation Table a few times. He comes up 
  with plains, coniferous forest, and mountains. 
  Matt decides that is enough terrain to work with 
  in order to create a backdrop for a basic 
  adventure and moves on to population. 
  Matt decides that he will need two villages and a 
  city in order to suit the storyline he has in mind, 
  so he consults the Population Generation 
  Table and rolls for them. For the first village he 
  rolls an 18. 18 + 25 equals 43. For the second 
  village he rolls a 27. 27 + 25 equals 52. The 
  population bonus for each is x2, so he multiplies 
  each of the previous results by two. Village 1 
  ends up with a base population of 86, and Village 
  2 ends up with 104. Next, Matt rolls for the city, 
  getting a result of 44, and adds +350, giving him 
  a sum of 394. The population bonus for cities is 
  x4, so he multiplies the city’s result of 394 by 
  four and ends with a base population of 1,576 
  people. 
  Next, Matt places these settlements and factors 
  in the terrain bonuses to the base populations. 
  He places one of the villages in the mountains 
  and the other in the forest. Checking the Terrain 
  Modifier Table, Matt can see that Village 1, in 
  the mountains, doesn’t have a terrain modifier so 
  he doesn’t have to do anything to this one.  The 
  population for Village 1 is 86. Village 2, in the 
  forest, has a modifier of + ½, so he adds half the 
  original base population again resulting in Village 
  2 having a total population of 156. 
  For the city, Matt places it on the open plains 
  Table 14-1: Terrain Generation Table 
  Roll 
  Terrain Type 
  01-10 
  Plains (flat lands) 
  11-25 
  Forest (coniferous or mixed) 
  26-39 
  Forest (deciduous or mixed) 
  40-53 
  Mountainous (rocky, hilly, scrub) 
  54-62 
  Marsh (marsh, bog, mire) 
  63-68 
  Marsh (poisonous) 
  69-75 
  Desert (dunes, salt flats, badlands, wastes) 
  75-85 
  Tundra (freezing wastes, glacier) 
  86-90 
  Volcanic (seismic, lava flows, ashlands) 
  91-00 
  Aquatic (rivers, ocean, lakes, streams) 
  Table 14-2: Population Generation Table 
  Settlement 
  Population 
  Base 
  Population 
  Modifier 
  Tribe 
  3d4 +10 
  x2 
  Village 
  5d6 +25 
  x2 
  Town 
  6d8 +100 
  x3 
  City 
  6d10 +350 
  x4 
  Capital 
  8d12 +1000 
  x5 
  Table 14-3: Terrain Modifier Table 
  Terrain Type 
  Modifier 
  Plains 
  - 
  Forest (any) 
  + ½  
  Jungle 
  + ½  
  Swamp (any) 
  - ½  
  Desert (badlands, salt flats, wastes) 
  - ½  
  Mountains (rocky, scrub, hills) 
  - 
  Aquatic 
  + ½  
  
   
   
  244
  which have no modifier for terrain.  Thus, city’s 
  total population is 1,576 people. 
  Tribes & Populations 
  Once 
  you 
  have 
  generated 
  or 
  created your own settlements, 
  lands and geographic features, 
  its time to decide what tribes 
  live in your lands. There are 
  no tables for this as it is 
  completely up to your whim. 
  However, when placing tribes, 
  there are a few important things 
  to remember: 
  Each tribe has specific areas 
  where they prefer to live. For 
  example, zoras would not live 
  upon the plains, as they require 
  an 
  aquatic 
  environment 
  to 
  survive. Deku would not populate 
  rocky or mountainous terrain, due 
  to their inability to burrow into it and 
  their dietary requirements, etc.   
  Can the terrain support 
  the 
  tribe’s 
  needs? 
  Subrosians are metalvores, 
  thus they require a great deal 
  of natural ore and metal to be 
  present 
  to 
  support 
  a 
  community 
  of 
  them. 
  Consider the needs of the 
  tribe and whether or not 
  the terrain can handle it. 
  If the terrain is unusual for 
  a tribe, why are they there? 
  How are they surviving? How 
  have they adapted? Has it changed their general 
  outlook? 
  When placing tribes across terrain, careful 
  consideration must be paid to these points. Of 
  course, there are times when you may want a 
  settlement to have a heavily mixed population. 
  Alternatively, perhaps a tribe is dwelling close to 
  a different tribe, and care must be taken in 
  dealings between the two. In situations like 
  these, it helps to have a general feel for how 
  each race reacts towards one another. The table 
  above illustrates general stereotypical feelings 
  and sentiments of one tribe to another. 
  Keep in mind that the table gives only the most 
  general, stereotypical approximations of each 
  tribe’s 
  generic 
  attitude 
  towards 
  other tribes. By no means is it a 
  definitive or comprehensive guide 
  for defining every situation or 
  scenario 
  with 
  tribes 
  interacting. On the contrary, 
  there are many exceptions to 
  this table, and you are 
  encouraged 
  to 
  create 
  interesting 
  situations 
  in 
  which 
  stereotypes 
  are 
  broken 
  and 
  interaction 
  is 
  paramount. After all, doing so 
  can present you with some great 
  role-playing 
  opportunities 
  as 
  stereotypes are broken and truly 
  unique situations come to the fore.   
  Other Personas 
  While the characters have the 
  difficult 
  job 
  of 
  accurately 
  portraying their characters at all 
  times, you have the even more 
  difficult task of portraying ever 
  non-player character they meet. 
  Every 
  colorful 
  personality, 
  every 
  smiling 
  face, 
  and 
  every 
  person 
  stopping to talk casually to the 
  characters, as well as the villains and 
  other heroes are all yours to play. At 
  first, this may seem like a daunting 
  task. After all, on top of managing the 
  flow of the game, keeping the 
  story in check, watching 
  what the players and their characters are doing 
  and running encounters and descriptions, you 
  have to portray every other major and minor 
  persona. This is not only a lot of work; it is 
  thankfully a great deal of fun. Or else, who would 
  want the job? Thankfully, Game Masters know 
  better! In order to clarify non-player characters, 
  this section provides some tools and tips to help 
  you organize your job. Hopefully, his section will 
  not only make your job a little easier, it will 
  provide you with some great time-saving tools to 
  help free you up a little more to pay more 
  attention to telling great  Legend of Zelda stories. 
  Table 14-4: Tribe Alliances Table 
   
  Deku 
  Gerudo 
  Goron 
  Hylian 
  Kokiri 
  Moblin 
  Rito 
  Subrosian 
  Tokay 
  Zora 
  Deku 
  - 
  Neutral 
  Allied 
  Neutral 
  Allied 
  Enemy 
  Allied 
  Neutral 
  Neutral Neutral 
  Gerudo 
  Neutral 
  - 
  Neutral Neutral Neutral Neutral Neutral 
  Allied 
  Neutral Neutral 
  Goron 
  Allied 
  Neutral 
  - 
  Allied 
  Neutral 
  Enemy 
  Neutral 
  Allied 
  Allied 
  Neutral 
  Hylian 
  Neutral 
  Neutral 
  Allied 
  - 
  Allied 
  Enemy 
  Allied 
  Neutral 
  Neutral 
  Allied 
  Kokiri 
  Allied 
  Neutral 
  Neutral 
  Allied 
  - 
  Enemy 
  Allied 
  Allied 
  Allied 
  Neutral 
  Moblin 
  Enemy 
  Neutral 
  Enemy 
  Enemy 
  Enemy 
  - 
  Enemy 
  Neutral 
  Neutral Neutral 
  Rito 
  Allied 
  Neutral 
  Allied 
  Neutral 
  Allied 
  Enemy 
  - 
  Allied 
  Allied 
  Allied 
  Subrosian Neutral 
  Allied 
  Allied 
  Neutral 
  Allied 
  Neutral 
  Allied 
  - 
  Allied 
  Allied 
  Tokay 
  Neutral 
  Neutral 
  Allied 
  Neutral 
  Allied 
  Neutral 
  Allied 
  Allied 
  - 
  Allied 
  Zora 
  Neutral 
  Neutral 
  Neutral 
  Allied 
  Neutral Neutral 
  Allied 
  Allied 
  Allied 
  - 
  
   
   
  245
  NPC Classes 
  NPCs are characters, just as the player’s 
  characters are. Yet, there is a difference. Major 
  villains and important NPC heroes should have 
  classes and levels reflected by the character 
  classes as described in Chapter 3: Mantle of 
  the Hero. These NPCs are major parts of the 
  game, and should be granted power levels and 
  ability access that puts them on par with the 
  player 
  characters, 
  thereby 
  creating 
  truly 
  challenging opponents and legendary allies.   
  However, for the majority of NPCs, ordinary 
  character classes are too powerful. The goron 
  bombflower farmer who tends his crops all day 
  could theoretically have a few levels of artisan or 
  academic, but it probably would not fit him as 
  much as an equal number of NPC class levels 
  would. In this section, we present a series of NPC 
  classes for you to use on your NPCs.   
  While it is not necessary to have class levels and 
  all the mechanics they infer on every NPC, it is 
  possible that a few NPCs in your 
  campaign, 
  who 
  are 
  ordinary, 
  non-
  adventuring types, will have some 
  useful skills or abilities. These 
  NPC classes are tailor made 
  to represent NPCs who could 
  go 
  adventuring 
  to 
  some 
  degree, but do not come 
  anywhere near the level of 
  your players’ characters.   
  Apprentice 
  Wizzrobes are the masters 
  of 
  the 
  Tri-Force’s 
  arcane 
  power. They wield it with a 
  skill, 
  grace 
  and 
  power 
  unmatched by any other ordinary 
  mortal. Yet, there are those who are able to cast 
  spells as well, albeit with nowhere near quite as 
  much power as a wizzrobe. The apprentice is a 
  natural spell caster, able to harness small 
  amounts of active Tri-Force arcane magic and 
  weave them into spells.   
  Many societies have apprentices of some sort. 
  Moblins, rarely given to the lengthy and long 
  road of magical prowess occasionally produce an 
  apprentice (what they call they a shaman) from 
  their 
  ranks. 
  Indeed, 
  while 
  apprentices 
  are 
  occasionally found among the more civilized 
  races, such as hylian, zoras, gorons, gerudo and 
  deku societies, they are more likely to crop up in 
  moblin, tokay, and subrosian societies.  Other 
  races that can summon the power to wield an 
  apprentice’s 
  power 
  are 
  often 
  revered 
  as 
  shamans, holy prophets, or even reviled as 
  tricksters and charlatans. 
  Hit Dice: d6 
  Class Skills 
  The apprentice’s class skills (and the key abilities 
  for each) are Concentration (Con), Craft (Int), 
  Knowledge (all skills taken individually) (Int), 
  Profession (Wis), Scry (Int), 
  Spellcraft (Int). 
  Skill Points at First level: 
  (2 + Int bonus) x4 
  Skill 
  points 
  at 
  Each 
  Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: The apprentice is 
  proficient in all simple weapons. 
  They gain no proficiency with 
  any armor or shields. Note that armor check 
  Table 14-5: Apprentice Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +0 
  +1 
  +2 
  +0 
   
  Aspect 
  2 
  +1 
  +0 
  +2 
  +3 
  +0 
  +2 
   
  3 
  +1 
  +1 
  +2 
  +3 
  +1 
   
   
  4 
  +2 
  +1 
  +2 
  +4 
  +1 
  +3 
   
  5 
  +2 
  +1 
  +3 
  +4 
  +1 
   
   
  6 
  +3 
  +2 
  +3 
  +5 
  +2 
  +3 
   
  7 
  +3 
  +2 
  +4 
  +5 
  +2 
   
   
  8 
  +4 
  +2 
  +4 
  +6 
  +2 
  +4 
   
  9 
  +4 
  +3 
  +4 
  +6 
  +3 
   
   
  10 
  +5 
  +3 
  +5 
  +7 
  +3 
  +4 
  Aspect 
  11 
  +5 
  +3 
  +5 
  +7 
  +3 
   
   
  12 
  +6 
  +4 
  +6 
  +8 
  +4 
  +6 
   
  13 
  +6 
  +4 
  +6 
  +8 
  +4 
   
   
  14 
  +7 
  +4 
  +6 
  +9 
  +4 
  +6 
   
  15 
  +7 
  +5 
  +7 
  +9 
  +5 
   
   
  16 
  +8 
  +5 
  +7 
  +10 
  +5 
  +8 
   
  17 
  +8 
  +5 
  +8 
  +10 
  +5 
   
   
  18 
  +9 
  +6 
  +8 
  +11 
  +6 
  +8 
   
  19 
  +9 
  +6 
  +8 
  +11 
  +6 
   
   
  20 
  +10 
  +6 
  +9 
  +12 
  +6 
  +10 
   
  
   
   
  246
  penalties for armor heavier than leather apply to 
  the skills balance, Climb, Escape Artist, Hide, 
  Jump, Move Silently, Sleight of Hand, and 
  Tumble. 
  Aspects: At 1st level, the apprentice chooses a 
  single Aspect from among the six Aspects. All of 
  the apprentice’s magic points must be pooled 
  into that Aspect. At 10th level, the apprentice 
  gains access to a second Aspect of their choice. 
  From then on, the apprentice may choose to 
  divide his magic points as he wishes between the 
  two different Aspects. 
  Spells: The apprentice starts with all the 0-level 
  spells from his starting Aspect, and a single first 
  level spell of their choice from that Aspect. At 
  third level, and every two levels thereafter, the 
  apprentice can learn a single spell of his choice 
  from any Aspect he knows, which is no higher 
  than half his level (rounded upwards). Additional 
  spells 
  may 
  be 
  researched 
  by 
  expending 
  experience points and rupees as normal. 
  Highborn 
  In most societies, highborn are of the aristocratic 
  caste, sometimes ranking above or below an 
  average noble’s rank in society, but never truly 
  able to achieve the same heights of power with 
  sheer skill and ability. This is not to say that 
  highborn have never been kings or emperors, for 
  indeed, their cunning and ambition can only be 
  matched by the most determined of royalty and 
  nobility. 
  Though 
  commonly 
  viewed 
  as 
  high-ranking 
  merchants, nobility, or royalty, highborn can take 
  on a number of roles in many different societies, 
  whether leader, prophet, or perhaps the offspring 
  of leaders. 
  Hit Die: d6 
  Class Skills 
  The highborn’s class skills (and the key abilities 
  for each) are Appraise (Int), Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Forgery (Int), Gather 
  Information (Cha), Knowledge (nobility and 
  royalty) (Int), Ride (Dex), Sense Motive (Wis). 
  Skill Points at First Level: (4 + Int bonus) x 4. 
  Skill Points at Each Additional Level: 4 + Int 
  bonus 
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiencies: 
  The 
  highborn is proficient in all simple weapons, light 
  armor, and shields. Note that armor check 
  penalties for armor heavier than leather apply to 
  the skills balance, Climb, Escape Artist, Hide, 
  Jump, Move Silently, Sleight of Hand, and 
  Tumble. 
  Lowborn 
  The lowborn is your everyday person, whether he 
  is a peasant or a simple merchant, a farmer or a 
  blacksmith. Lowborn are the most common of 
  NPC classes due to their diverse nature. In 
  almost every tribe’s society, there are a great 
  many more lowborn than highborn, or any other 
  NPC class for that matter, and within the 
  numbers is a tremendous diversity.   
  Lowborn are the average people most characters 
  can find filling the more mundane roles in society 
  such as merchants, workers, laborers, craftsmen, 
  scribes, clerks, grocers, jewelers, farmers and 
  more. 
  Hit Die: d4 
  Class Skills 
  The lowborn’s class skills (and the key abilities 
  for each) are Climb (Str), Craft (Int), Jump (Str), 
  Profession (Int), Ride (Dex), Use Rope (Dex). 
  Table 14-6: Highborn Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +1 
  +2 
  +0 
  +0 
   
   
  2 
  +1 
  +2 
  +3 
  +0 
  +0 
   
   
  3 
  +2 
  +2 
  +3 
  +1 
  +1 
   
   
  4 
  +3 
  +2 
  +4 
  +1 
  +1 
  +2 
   
  5 
  +3 
  +3 
  +4 
  +1 
  +1 
   
   
  6 
  +4 
  +3 
  +5 
  +2 
  +2 
   
   
  7 
  +5 
  +4 
  +5 
  +2 
  +2 
   
   
  8 
  +6 
  +4 
  +6 
  +2 
  +2 
  +3 
   
  9 
  +6 
  +4 
  +6 
  +3 
  +3 
   
   
  10 
  +7 
  +5 
  +7 
  +3 
  +3 
   
   
  11 
  +8 
  +5 
  +7 
  +3 
  +3 
   
   
  12 
  +9 
  +6 
  +8 
  +4 
  +4 
  +3 
   
  13 
  +9 
  +6 
  +8 
  +4 
  +4 
   
   
  14 
  +10 
  +6 
  +9 
  +4 
  +4 
   
   
  15 
  +11 
  +7 
  +9 
  +5 
  +5 
   
   
  16 
  +12 
  +7 
  +10 
  +5 
  +5 
  +4 
   
  17 
  +12 
  +8 
  +10 
  +5 
  +5 
   
   
  18 
  +13 
  +8 
  +11 
  +6 
  +6 
   
   
  19 
  +14 
  +8 
  +11 
  +6 
  +6 
   
   
  20 
  +15 
  +9 
  +12 
  +6 
  +6 
  +4 
   
  
   
   
  247
  Skill Points at First Level: (2 + Int bonus) x 4 
  Skill Points at Each Additional Level: 2 + Int 
  bonus. 
  Class Features 
  Weapon and Armor Proficiencies: Lowborn 
  are proficient with any three simple weapons of 
  their choosing. They are not proficient with any 
  armor of shields. Note that armor check penalties 
  for armor heavier than leather apply to the skills 
  balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket, and Tumble. 
  Versatility: By their nature, lowborn work hard 
  just to sustain their lives. At first level, the 
  lowborn may choose any five additional non-class 
  skills and make them class skills. These skills 
  cannot be class exclusive skills, and the choice is 
  permanent. 
  Scrapper 
  While warriors and wilderfolk are the trained 
  warrior elite, scrappers are the next best things. 
  Whether a mercenary, self-taught, or simply a 
  soldier with potential, the scrapper is society’s 
  standard combatant.   
  Every culture has scrappers to some degree or 
  another. While some, more intellectually inclined 
  tribes such as zoras or deku may not have many 
  bolstering their ranks; tribes such as moblins 
  often are mostly comprised of scrappers. 
  Hit Die: d8 
  Table 14-7: Lowborn Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +0 
  +2 
  +1 
  +0 
  +0 
   
  Versatility (5 skills) 
  2 
  +1 
  +3 
  +2 
  +1 
  +0 
   
   
  3 
  +1 
  +3 
  +2 
  +1 
  +1 
   
   
  4 
  +2 
  +4 
  +2 
  +1 
  +1 
  +2 
   
  5 
  +2 
  +4 
  +3 
  +2 
  +1 
   
   
  6 
  +3 
  +5 
  +3 
  +2 
  +2 
   
   
  7 
  +3 
  +5 
  +4 
  +2 
  +2 
   
   
  8 
  +4 
  +6 
  +4 
  +3 
  +2 
  +3 
   
  9 
  +4 
  +6 
  +4 
  +3 
  +3 
   
   
  10 
  +5 
  +7 
  +5 
  +3 
  +3 
   
   
  11 
  +5 
  +7 
  +5 
  +4 
  +3 
   
   
  12 
  +6 
  +8 
  +6 
  +4 
  +4 
  +3 
   
  13 
  +6 
  +8 
  +6 
  +4 
  +4 
   
   
  14 
  +7 
  +9 
  +6 
  +5 
  +4 
   
   
  15 
  +7 
  +9 
  +7 
  +5 
  +5 
   
   
  16 
  +8 
  +10 
  +7 
  +5 
  +5 
  +4 
   
  17 
  +8 
  +10 
  +8 
  +6 
  +5 
   
   
  18 
  +9 
  +11 
  +8 
  +6 
  +6 
   
   
  19 
  +9 
  +11 
  +8 
  +6 
  +6 
   
   
  20 
  +10 
  +12 
  +9 
  +7 
  +6 
  +4 
   
  Table 14-8: Scrapper Class Features 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Def 
  Bonus 
  Magic 
  Points 
  Special 
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
   
   
  2 
  +2 
  +3 
  +2 
  +0 
  +2 
   
   
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
   
   
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +2 
   
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
   
   
  6 
  +6 
  +5 
  +3 
  +2 
  +3 
   
   
  7 
  +7 
  +5 
  +4 
  +2 
  +4 
   
   
  8 
  +8 
  +6 
  +4 
  +2 
  +4 
  +3 
   
  9 
  +9 
  +6 
  +4 
  +3 
  +4 
   
   
  10 
  +10 
  +7 
  +5 
  +3 
  +5 
   
   
  11 
  +11 
  +7 
  +5 
  +3 
  +5 
   
   
  12 
  +12 
  +8 
  +6 
  +4 
  +6 
  +3 
   
  13 
  +13 
  +8 
  +6 
  +4 
  +6 
   
   
  14 
  +14 
  +9 
  +6 
  +4 
  +6 
   
   
  15 
  +15 
  +9 
  +7 
  +5 
  +7 
   
   
  16 
  +16 
  +10 
  +7 
  +5 
  +7 
  +4 
   
  17 
  +17 
  +10 
  +8 
  +5 
  +8 
   
   
  18 
  +18 
  +11 
  +8 
  +6 
  +8 
   
   
  19 
  +19 
  +11 
  +8 
  +6 
  +8 
   
   
  20 
  +20 
  +12 
  +9 
  +6 
  +9 
  +4 
   
  
   
   
  248
  Class Skills 
  The scrapper’s class skills (and the key abilities 
  for each) are Climb (Str), Craft (Int), Intimidate 
  (Cha), Jump (Str), Profession (Wis), Ride (Dex), 
  Swim (Str). 
  Skill Points at First Level: (2 + Int bonus) x 4 
  Skill Points at Each Additional Level: 2 + Int 
  bonus 
  Class Features 
  Weapon and Armor Proficiencies: A scrapper 
  is proficient in all simple and martial weapons, 
  light and medium armor, and shields. Note that 
  armor check penalties for armor heavier than 
  leather apply to the skills balance, Climb, Escape 
  Artist, Hide, Jump, Move Silently, Pick Pocket, 
  and Tumble. 
  
   
   
  249
  Chapter 15 Appendix 
  The End of a Long Road 
  This book has been a long time in coming, and 
  when I say a long time, I mean it.  What you 
  hold in your hands is the product of over 2 years 
  of volunteer efforts, coordination, and writing.  
  No one was paid for this project, and no one 
  made any money off of it at all.  Neither the 
  Legend of Zelda D20 Team, nor myself, nor the 
  artists were paid one cent for this project, even 
  when it cost members of the Team money to 
  acquire necessary supplies and materials.  What 
  does that mean for you, the reader?  Not much, 
  except that this book is a complete and total 
  labor of love.  From it’s inceptions over 2 years 
  ago on Wizards of the Coast’s D20 Fantasy 
  Thinktank message boards (now located at 
  http://boards1.wizards.com/forumdisplay.php?s
  =&forumid=449) where it started as a pet 
  project to the Legend of Zelda D20 Forum where 
  fans of the project could sample the pre-finished 
  material and interact directly with the designers, 
  this project, and subsequently this book, have 
  grown tremendously.   
  I hope, in all sincerity, that in reading this book 
  you are not reading with a critical eye.  Rather, I 
  would like to hope that you are reading with a 
  sense of enjoyment and satisfaction.  What I 
  mean is, although it’s important to be critical of 
  mechanics issues or any errors that may be 
  found within this text, the above paragraph 
  should speak for itself on the matter.  This is a 
  volunteer effort, and as such, it was up to us, the 
  Legend of Zelda D20 Team, to take the time out 
  of our lives in order to write this book, do the 
  artwork, format it, and finally publish it, free of 
  charge, available to anyone who wants it.  So 
  really, though we put our hearts and souls into 
  this project, if there’s an error here and there 
  that somehow escaped the notice of the many 
  editing sweeps we did (and believe me, there 
  were many), then that’s to be expected.  We 
  aren’t a professional publishing company, and 
  that’s that. 
  Dedications 
  When I think back on the time invested in this 
  book, I feel a certain fondness for the memories.  
  Whether working at my job, in between classes, 
  or even late-night home editing sessions, this 
  book has been a constant in my life for over 2 
  years now, and the same goes for the Legend of 
  Zelda D20 Team.  I’d like to take the time to 
  introduce you to the Legend of Zelda D20 Team 
  
   
   
  250
  and present the dedications that have helped to 
  make it possible to complete this book in the first 
  place. 
  Credits 
  Chair Person, Lead Mechanics Designer: 
  Matthew Blasi 
  Lead Formatter & Editor 
  Chris Freeman 
  Art Direction & Team Artist: 
  Joseph Willis 
  Monster Design & Compilation: 
  Derek Floyd 
  Magic System Lead Design, Historian & 
  Timeline: 
  Joshua Bishop 
  Gazetteer 
  Lead Design 
  & 
  Co-Mechanics 
  Coordinator: 
  Dillon Seidentopf 
  Assistant Monster Designer & Magic Item 
  Designer: 
  Sebastian Klement 
  Special Thanks & Considerations: 
  The Legend of Zelda D20 Team would like to 
  thank the following three special contributors to 
  the book: 
  Andrew Smith: Andrew was a member of the 
  Legend of Zelda D20 Team for a short while and 
  contributed work to the project.  Thanks Andrew! 
  Erin Lindsey: Erin contributed a number of 
  pieces of artwork, including the much-hyped (and 
  deservedly awesome) racial line-up picture in the 
  Tribes chapter.  Her artwork for classes such as 
  the noble, and her various assorted art pieces 
  helped to make this book as beautiful to look at 
  as it is.  Without her art, the book would truly be 
  incomplete. 
  KoSoVar & Zeldapower.com: For helping to 
  get this book to the fans who wanted it and 
  helping on a PDF crunch! 
  Official art copyright Nintendo. 
  OPEN GAME LICENSE Version 1.0a 
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