TEXT:  
   
   
  
   
   
   
  
   
   
  
   
  Chapter 1- 1 
   
  
   
  Chapter 1- 2 
   
  Contents 
  Chapter 1 The Lands of Hyrule ................................................................................................................ 1-1 
  Hyrule. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 1 
  Northern Hyrule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 1 
  Hyrule Highlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 1 
  Southern Hyrule Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 2 
  Hyrule Marshes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 2 
  Northern Hyrule Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 3 
  Lon Lon Republic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 3 
  Hyrule Castle Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 4 
  The Banners of the Families . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1- 5 
  Chapter 2 The Gerudo Desert ................................................................................................................... 2-6 
  Chapter 3 Zora Domains ................................................................................................................................ 3-8 
  Chapter 4 Goron Kingdom .......................................................................................................................... 4-11 
  Chapter 5 Deku Woods ................................................................................................................................. 5-13 
  Chapter 6 Twili .............................................................................................................................................. 6-16 
  Chapter 7 Equipment List .......................................................................................................................... 7-18 
  Chapter 8 Plots ................................................................................................................................................ 8-25 
  Northern Hyrule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 26 
  Hyrule Highlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 26 
  South Hyrule Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 27 
  Hyrule Marshlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 28 
  North Hyrule Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 29 
  Central Hyrule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 30 
  Gerudo Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 32 
  Twilight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8- 33 
  Chapter 9 Alternate Rules for Running a game in Hyrule ................................................. 9-35 
   
  
   
  Chapter 1- 1 
  Chapter 1 The Lands of Hyrule 
  Within the world of the Legend of Zelda there are many realms, and within those realms many 
  people and events that could shape your adventurer’s destiny. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hyrule 
  The land of Hyrule, where it is said that the 
  three Goddesses Din, Farore, and Nayru, 
  descended to create the world and all things 
  in it. Since the end of the Cycle nearly one 
  hundred years previous, the competing 
  Royal Families have torn this once mighty 
  empire into pieces. Most Hylians pray for 
  the day this is not so, but until then they 
  must endure. 
   
  The land has been split between Five Royal 
  Families and a single republic, Lon Lon. 
  Lord Edgar Lobo rules from the North, 
  while Inara Zelda from the West, Selene 
  Arkay from the East, and Fredrick Grun and 
  Edgar Morn from the South. 
  Northern Hyrule 
  The lands above Hyrule Field and to the 
  West are often simply referred to as 
  Northern Hyrule, or the land of the Wolf. 
  This realm is cold, and sparsely populated 
  compared to the rest of Hyrule, but its 
  people are fierce fighters who will do 
  anything their lord, Rufus Lobo Hyrule, 
  commands of them. An evergreen forest in 
  the east of this province houses a Kokiri 
  settlement, and the northern Winter Coast is 
  famed for its Zora harbor. 
      The capitol is Castle Snowfield. Lord 
  Lobo is often called The Wolf, and Old Man 
  Winter, due to his successful military record, 
  and his age, nearly sixty. He is tall, gray-
  haired, with a hawkish nose and golden 
  eyes. 
   
   
   
  Hyrule Highlands 
  The highlands of eastern Hyrule have 
  always overlooked the great Hyrule Field 
  and Lake Hylia. Unfortunately they rarely 
  enjoy the benefits of such proximity. Her 
  
   
  Chapter 1- 2 
  Imperial Highness Inara Zelda Hyrule has 
  only been on her throne a scant five years 
  and she has already attempted to invade and 
  conquer Lake Hylia, Lon Lon City, and 
  Kakariko. While their military is still 
  recovering from these defeats, the province 
  is extremely wealthy due to mining. Inara is 
  seemingly always building something new 
  in her capitol Ingot, to the point where some 
  jokingly state that the weight of her 
  monuments will drop the city into Lake 
  Hylia. Others aren’t joking. 
      Inara Zelda is in her late teens, and is 
  considered the spitting image of the late 
  Princess Zelda. Inara hates being called 
  Princess, and has made it a crime to refer to 
  her by this title. 
   
  Southern Hyrule Field 
  Hyrule Field’s southern reaches border the 
  Zora River and the Deku Woods, home of 
  the Kokiri, the Koroks, and the Deku 
  Scrubs. Wood is by far the most common 
  material for construction in the south, and 
  Prince Fredrick Grun has tried very hard to 
  get what his people need through trade. 
  Kokiri are more than happy to trade with 
  these Hylians, but the Deku Scrubs are 
  largely against the idea. They take offense to 
  the Hylians cutting down parts of the forest, 
  regardless of whether or not they 
  compensate the Dekus for it. The situation is 
  not helped by the appearance of monsters in 
  the woods and River Zora attacks becoming 
  more frequent. 
      Prince Frederick is in his early twenties, 
  has dark brown hair, and always seems to be 
  wearing green tunics. He grew up with many 
  Kokiri friends, and tries to balance this 
  friendship with his responsibilities. 
   
   
   
  Hyrule Marshes 
  The marshlands in southern Hyrule lie on 
  the border of the Gerudo Desert and one of 
  Zora’s Domains. These are a grim lot, who 
  feel as though they are constantly waging an 
  endless war. Despite Inara’s actions in the 
  past, it is King Edgar Morn Hyrule who has 
  the greatest delusions of grandeur among the 
  sovereigns of Hyrule. His banner, the 
  Bloody Red, emphasizes, his pledge to 
  
   
  Chapter 1- 3 
  become the one true King and unite Hyrule 
  once more, by force if necessary. The 
  marshlanders are hardy Hylian stock, and 
  they fight a daily war against the River Zora, 
  the Moblins, the Gerudo, and the dangerous 
  swamplands themselves. 
   
   
   
  Northern Hyrule Field 
  The Northern Field has traditionally been 
  one of the poorest parts of Hyrule. They 
  have no gold mines like the highlands, no 
  fur trade like the north, no farmlands as in 
  the south nor plentiful bog iron like the 
  marshlands. They live in the dry, hilly lands 
  that border the Gerudo Kingdom, the sort of 
  place where borders get lost. North Field is a 
  highly Gerudo-influenced land these days. 
  The province has a high Gerudo population, 
  and the culture is a mixed one, where even 
  Hylians these days live by the Gerudo 
  succession rules. 
      Queen Selene Arkay Hyrule is sometimes 
  rumored to be partly Gerudo due to her red 
  hair. Despite these rumors, she has not been 
  seen in public for a year. Her lords have 
  begun to run their fiefs their own way 
  without her to stop them, and her people 
  wonder daily what has happened to their 
  monarch? 
      In her place, Councilor Timon has taken 
  center stage in running the government from 
  Mutoh, the capitol. The old wizard often 
  seems to revel in the excitement of court 
  intrigue, even as the rumors spread that he is 
  the one behind the Queen’s supposed 
  seclusion. 
   
   
   
  Lon Lon Republic 
  The Republic of Lon Lon City was founded 
  by refuges from the war filling the famous 
  Ranch in Hyrule Field to capacity. Within a 
  few years, the tent city had become larger 
  than most in Hyrule. It made sense for a new 
  government to take charge of so many 
  people, and with the newly formed Wardens 
  of Hyrule the fledgling city had all the 
  protection it needed to grow into what it is 
  today. 
      Lon Lon is often both friend and enemy to 
  the warring Families, though never by 
  choice. Their central position makes them an 
  ideal staging ground for seizing control of 
  Hyrule itself, making them a target for every 
  power-hungry nobleman. But their 
  advantages are so obvious that no one would 
  allow one family to take Lon Lon without a 
  fight, meaning any attack on Lon Lon will 
  
   
  Chapter 1- 4 
  bring down the wrath of the other families, 
  if only to preserve the balance of power.  
      The Wardens of Hyrule are the real power 
  in the city, though not officially. They 
  simply command respect through their 
  actions and through their character. The 
  Wardens take a proactive role in attempting 
  to help the people of the land as best as they 
  are able. Their current Grandmaster, Tetra 
  Vel, largely runs the Wardens from the 
  Warden Inn, a repurposed Tavern and the 
  surrounding buildings that have been 
  converted into a single unit. 
   
   
   
   
   
  Hyrule Castle Town 
  When the war began Hyrule castle, and the 
  town at its base were the first to suffer. In 
  the midst of an attempted coup between the 
  branches of the Royal Family, a fire broke 
  out. It gutted not only the castle, but the 
  surrounded area, even to the Temple of 
  Time itself. When the smoke cleared, the 
  land was in ruins, the town was abandoned, 
  and the war began in earnest. 
      Some still believe that the fire was not an 
  accident, but a deliberate attempt either by 
  the Sheikah or the Gerudo to destabilize the 
  kingdom. Regardless of whether or not this 
  is true, the remains of the town, at least the 
  northern side of the river, is still seemingly 
  possessed by dark spirits. 
      Despite this, Lon Lon City and the 
  Wardens have made a concerted effort to 
  rebuild the old capitol. While the North side 
  is still under construction, the southern side 
  has already mostly recovered. There is a 
  booming treasure/relic hunting business as 
  more and more people attempt to harrow the 
  ruins of the old city, a business that is 
  sternly disapproved by the Wardens 
  themselves. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 1- 5 
  The Banners of the Families 
   
  The North 
   
   
   
   
  The Highlands 
   
   
   
   
  South Field 
   
   
   
   
  Marshlands 
   
   
   
   
  North Field 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lon Lon Republic 
   
   
  Hyrule Castle Town 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 2- 6 
   
   
  Chapter 2 The Gerudo 
  Desert 
  The Gerudo Desert has always been 
  considered a cursed land, especially by its 
  native inhabitants. It is an old Gerudo saying 
  that goes, “Only the Goddess of Sand cares 
  for the desert”. The desert environment is 
  not as bleak as all that, but it is certainly a 
  dangerous land, one that cannot be taken 
  lightly. 
      The cities of the Gerudo are spread far 
  and wide throughout the desert, usually 
  based around the only water for miles. Their 
  homes are often built into the cliff faces of 
  mountains, and near vertigo-inducing 
  chasms, all so that when they are young 
  Gerudo children can conquer such fears as 
  heights. 
      The Gerudo believe in Power, as a 
  political and cosmological force. They 
  believe that power makes one free, and so 
  there is an emphasis on the strong taking 
  charge. Despite this, they are not, culturally, 
  bloodthirsty. While death can be a common 
  occurrence in a land as hazardous as their 
  own, it is still a regrettable thing that the 
  deceased could not become stronger. For the 
  Gerudo, everything is a competition to 
  become stronger. Debates and even 
  discussions must either have a winner, or an 
  assurance that a rematch is forthcoming. 
  Decades long feuds and political arguments 
  are nearly non-existent among Gerudo, for 
  whom the term “legal recourse” is just a 
  fancy way of saying “Duel”. The commonly 
  accepted end of any heated disagreement is 
  the moment when a Gerudo is thrown down 
  and out of the ring in a sanctioned match. 
      Social station is also treated as a battle. 
  Within the Six Great Tribes of the Gerudo, 
  military and government positions are 
  largely won through proving one’s power by 
  defeating the incumbent of the office.  The 
  highest office, Chief, is reserved for the 
  mightiest and worthiest among the tribe. 
  These six beings duel to determine who is 
  the mightiest, naming them Matriarch, and 
  setting their home as the capitol. The current 
  six are: 
   
  Arbiter Castle, Matriarch Jonue. 
  The current capitol, Arbiter Castle was once 
  a colossal prison, and before that a mighty 
  Temple. It lies in the center of the desert, 
  and is one of the most secure citadels in the 
  world. The city itself is both a small tent 
  town outside the castle, as well as the 
  repurposed catacombs underneath. The 
  catacombs feature a thriving Shadow 
  Quarter full of Twili. 
      Jonue is the youngest Matriarch in a 
  generation, and one of the greatest spear 
  masters in the world. Her training under 
  Zora Mystics as a child is said to have given 
  her the ability to freeze the blood in her 
  foes’ body with a single punch. 
   
  Judge Citadel, Dame Kurwe. 
  This fortress lies on what is called Citadel 
  Isle in the southern bay, and it is the official 
  Prison of the Gerudo. Though the capitol is 
  technically a superior fortress, the Citadel 
  would not offer a chance at decapitating the 
  
   
  Chapter 2- 7 
  Gerudo government if a major convict 
  escaped, in addition to its nature as an 
  island. 
      Dame Kurwe is the oldest member of the 
  Council at 400 years of age. She often jests 
  that she should walk into the desert so that 
  someone else can have a chance at taking 
  her place. 
   
  Strife Bastion, Ser Kore. 
  Strife Bastion lies to the east, on the border 
  between Gerudo and the Hyrule Marshlands. 
  The Bastion is built into a mountainside next 
  to a waterfall, and stands vigil over one of 
  the only major farmlands of the Gerudo. It is 
  constantly raiding and being raided by Edgar 
  Morn and his marshlanders. 
      Ser Kore is an oddity among his people. 
  He is the first Gerudo Male ever to sit on the 
  Council. Despite the usual gender 
  association of the Gerudo he is not a mage, 
  but rather a towering warrior, his title of the 
  Bull of Strife hinting at his nature. As a male 
  Gerudo, and as a male warrior, he has had to 
  deal with the decidedly matriarchal gender 
  politics of his society (including whispered 
  jokes about his preference in mating 
  partners), forging him into a determined 
  man, fighting to be taken seriously in a 
  woman’s world. 
   
  Adjure Sanctuary, Dame Tikla. 
  Adjure Sanctuary is a major trading hub of 
  the Gerudo Kingdom. Its position on the 
  southern coast between Strife and Judge 
  Citadel makes it the perfect go-between for 
  those two cities, as well as the nearby Zora 
  Domain. In fact, Sanctuary has a very large 
  Zora population due to it being built into the 
  sea cliffs. In fact, there was once a small 
  cape as part of the city that partly sank, and 
  was soon converted into the Zora’s own 
  Sunken Quarter, where their traders could 
  feel at home. 
      Dame Tikla, like Kore, is an oddity. As a 
  female Gerudo she would normally be 
  expected to become a warrior of some sort. 
  Instead, she pursued a path of magic, 
  tapping into some of the infernal blood in 
  her veins to become a mighty Sorceress. She 
  is also considered odd in her view that trade 
  and coin are more powerful than magic, 
  which has led to her city growing in 
  prosperity, and shrinking in regard from 
  their fellow Gerudos. 
   
  Quarrel Donjon, Dame Nebi. 
  Quarrel, as it is known, is often known as 
  the Eternally Besieged. A more traditionally 
  built city along a bay as opposed to the more 
  fortress-like homes of the other Council 
  members, Quarrel is much more open to 
  attack by the powerful Hylian Navy under 
  Rufus Lobo Hyrule. Quarrel’s own navy is 
  in almost constant war with the Wolf, and 
  this does not look to change soon. 
      Dame Nebi became Lady of the Bay after 
  leading her pirate fleet into the city and 
  killing her predecessor in a sanctioned death 
  match. This was after a record-fast 
  destruction of the Bay’s defenses by her 
  superior cannons, provided by a mysterious 
  benefactor.   
   
  Sandsea Fortress, Dame Owe. 
  Sandsea is a smaller city, constructed inside 
  of a hidden cove. It was originally founded 
  by the first Gerudo to make landfall after the 
  Great Flood began to recede, and so holds 
  some significant cultural importance. It is 
  also one of the few safe havens on the coast 
  between Quarrel and Judge Citadel, 
  especially during hurricane season. The city 
  is beginning to outgrow itself. 
      Owe, like Matriarch Jonue, spent much of 
  her youth training in another land. In this 
  case, she fought for the Wardens, studying 
  sword fighting techniques under them until 
  she returned home and put those skills to 
  good use. 
   
   
  
   
  Chapter 3- 8 
   
  Chapter 3 Zora 
  Domains 
  Wherever there is water, there is Zora. The 
  Zora people live all around Hyrule and the 
  wider world, yet they are all connected by 
  the endless seas. Ocean Zora often reflect on 
  the sea as the original home of their people, 
  and a force that will always be there to guide 
  them. 
      Rito, on the other hand, also live near 
  large bodies of water though they rarely 
  ascribe the same level 
  of reverence to it that 
  their waterborne 
  cousins do. For these 
  Zora-offshoot there 
  can only be the Sky, 
  the truly infinite 
  ocean of air. While 
  the seas do eventually 
  end if you travel far 
  enough, there is no 
  limit to the sky. 
   
      River Zora prefer 
  the enclosed space of 
  a river or marsh, 
  unsurprisingly. They 
  possess a species-
  wide agoraphobia, often distrusting the 
  openness of the sea or the sky, or even the 
  land. For the River Zora, being able to see 
  something long before being seen is the key 
  to their survival, and an instinct that is 
  almost impossible to remove. 
      Each of the Zora tribes govern themselves 
  in different fashions. 
   
  The Ocean Zora consider themselves to be 
  the greater Zora powers in the world, far 
  above those of the River tribes. Their 
  territories include Lake Hylia and much of 
  the surrounding lands, the Winter Coast 
  Harbor in Northern Hyrule, the Stone 
  Harbor on the north side of the Death 
  Mountains, the southern Hylian Bay where 
  Lake Hylia eventually leads, and the Fire 
  Coast to the west. 
   
  Lake Hylia Domain, Princess Laruto. 
  Lake Hylia has been considered the capitol 
  for centuries. This is because Lord Jaboon’s 
  yearly passage through the nearly inland sea 
  coincides with the Zora New Year. The 
  Lake is seemingly rimmed with newer 
  buildings while the center is marked by a 
  single white tower rising from the bottom of 
  the lake where the older city remains. Lake 
  Hylia Domain relies on the spring thaw 
  bringing water down from Death Mountain. 
      The Princess took the throne ten years ago 
  from her mother. In her short reign Laruto 
  has increased her people’s military presence 
  near the Lake and on the surrounding land. 
  She pursues a policy of “aggressive 
  defense”, and has stated she wishes only to 
  keep the “Landwalkers’” war away from the 
  Zora. 
   
  Winter Harbor Domain, Governor Toru. 
  Winter Harbor is a quiet village most of the 
  year. At worst there is a few Wolfos and 
  Yeti sightings, but nothing worse than that. 
  Then the hunting season starts, and the men 
  
   
  Chapter 3- 9 
  of the Domain go out to hunt the wild 
  Whalfos, and come back with enough meat, 
  blubber, and bone to last a year. Zora from 
  this Domain appear slightly larger than 
  others, and feature a black-white color 
  motif. 
      Governor Toru is a warm man, one 
  dedicated to his family more than anything 
  else. With his son coming of age, Toru 
  hopes to lead the boy on his first hunt. Toru 
  is famed for his hunting skills, some calling 
  him the best in the world. 
   
  Stone Harbor Domain, Governor Oris. 
  Stone Harbor lies to the north of Death 
  Mountain, marking the port furthest north of 
  Hyrule. Despite this extreme latitude, Stone 
  Harbor is also warm year round due to the 
  volcanic activity of Death Mountain creating 
  hot springs and trapped magma deposits all 
  along the coast. Most Zora from this domain 
  craft armor and clothing out of the wildly 
  abundant coral reefs, and many tattoo 
  themselves to more closely resemble the 
  colorful varieties of fish in the sea. 
      Governor Oris is a very proud Zora, even 
  by their standards. It is his belief that Stone 
  Harbor deserves to be the capitol of the 
  Domains, as it is both beautiful and rich. He 
  has even said so directly to the Princess. 
   
  Hylian Bay Domain, Governor Lita. 
  Hylian Bay is the oldest Domain by a 
  number of centuries. It was the first home of 
  the Zoras after the Flood receded and many 
  Rito returned to their ancient form. The Bay 
  is often threatened by the River Zora, and 
  occasionally by King Edgar Morn, leading 
  to a more militarized atmosphere. Zora 
  soldiers from the Bay are often seen 
  patrolling regions of the Deku Woods or the 
  marshlands that they, technically speaking, 
  do not own. 
      Governor Lita is a cousin of the Princess, 
  and a favorite one at that. When the previous 
  Governor Luro proved unamicable towards 
  the Princess’s policies he was replaced. This 
  has caused a lot of resentment in the local 
  population to Lita, whom they see as a 
  toady. 
   
  Tropic Domain, Jurun. 
  Separated by a narrow peninsular no-man’s 
  land, Tropic Domain and the Gerudo Adjure 
  Sanctuary have noticeably close ties. So 
  close in fact that Princess Laruto has 
  oftentimes called for the Governor’s arrest 
  on grounds of treason. These orders have so 
  far been rebuffed by both the loyal soldiers 
  and citizenry of the Domain. It has also seen 
  Gerudo Naval forces patrolling the oceans 
  around it, preventing the Princess from 
  seizing her renegade territory by force. 
  While Tropic Domain is still technically 
  within the Zora’s Domain, it is considered in 
  contempt of the crown. Lord Jaboon has 
  remained noticeably silent on the matter. 
      Jurun is a pragmatic woman. She knows 
  that the Gerudo would destroy the Zora in an 
  open war, and so has tried to walk the fine 
  line of diplomacy between them. She has a 
  very good relationship with Dame Tikla of 
  the Sanctuary, and their profitable 
  relationship has led to vast fortunes made, 
  and no one from either city particularly 
  wants that to go away because some 
  madwomen are too stuck in their ways. 
  Adjure Sanctuary and Tropic Domain are 
  sometimes considered to be sister cities 
  more than anything else. 
   
  The Rito appeared shortly after the Flood 
  sank Hyrule beneath the sea for centuries. 
  These Zora gave up the ocean, fearing the 
  Darkness beneath, and were transformed by 
  magic into the bird-like Rito. After the seas 
  returned to normal and the land was 
  restored, many Rito chose to remain as such, 
  and settled on Death Mountain. They have 
  established small communes called Aviaries 
  in major cities across Hyrule in order to 
  
   
  Chapter 3- 10 
  better serve as Mail Deliverers to the people 
  of the land. 
      The Aviaries can be found on Death 
  Mountain, in Lon Lon City, Arbiter Citadel, 
  Castle Snowfield, Judge Citadel, Kokiri 
  Village, and Lake Hylia. Most of these are 
  without real troubles or incidents, but a few 
  have more stories to tell. 
   
  Roost (Death Mountain), Chief Quill. 
  The homeland of the Rito, Roost lies near 
  the top of Death Mountain. The Gorons 
  seemed to approve of them living atop the 
  mountain, and the two work together much 
  of the time. Vakii the Dragon lives with 
  them at the summit, serving in a similar 
  capacity as Jaboon to the Ocean Zora. Vakii 
  granted all Rito the power of flight using 
  powerful magic, negating the need for a 
  silver scale when they come of age. 
      Chief Quill is a very serious man, but 
  only in public. As a chick he was an 
  incorrigible prankster, and still is from time 
  to time. 
   
  Post (Lon Lon), Chief Mali 
  Post, in Lon Lon City, is a busy place. While 
  Roost may be the Rito’s ultimate home, one 
  might be led to believe that most of them 
  live in Post, a set of apartments converted 
  into the largest mail depository and Rito 
  living quarters in the world. Hundreds of 
  packages fly in and out of Post, literally, and 
  all of it must be sent on time. 
  Unsurprisingly, there is a thriving café 
  business based in the Post. 
      Chief Mali is more an overworked 
  bureaucrat than a leader of his people. 
  He is a junkie for caffeine, and is 
  reported to work longer than anyone 
  else in the Post. His daughter Mati has 
  recently joined the Wardens, a decision 
  reached without his knowledge or 
  consent. 
   
  Columbary (Arbiter Citadel), Chief Nime 
  The base of operations for the entire Gerudo 
  branch of the Service, Columbary is a new 
  structure built atop the citadel in a special 
  chamber above where the original Mirror of 
  Twilight and current Twilight Portal resides. 
      Chief Nime is the highest ranking female 
  Rito, and the only one in command of an 
  entire Aviary. Some in the service claim she 
  only received the post because the Gerudo 
  Matriarch would not work with a male 
  Chief, but Nime’s work ethic and record of 
  excellence state otherwise. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 4- 11 
   
   
  Chapter 4 Goron 
  Kingdom 
  The Kingdom of the Gorons is the oldest 
  continuous kingdom in the world. It is said 
  that when the Great Flood sank Hyrule 
  beneath the waves, some Gorons continued 
  to live beneath Death Mountain until the 
  ocean receded once more. The Gorons have 
  always lived at Death Mountain, and 
  according to them, they always will. 
      Gorons are a naturally friendly bunch. It 
  is not unheard of for a Goron to make a non-
  Goron a Sworn-Brother, effectively making 
  them one of the Gorons. Such oaths are very 
  special to the Gorons, and a violation of a 
  Sworn Brotherhood is the most serious 
  offence they can imagine. 
      The grandest example of this came at the 
  beginning of the civil war, when the 
  Sheikah, fearing for their safety, begged the 
  Gorons to defend Kakariko Village. The 
  Gorons, ever big hearted, declared the 
  Sheikah to be Sworn Brothers, and warned 
  all sides in the war that they would defend 
  the town if it came under attack. Kakariko is 
  still labeled as a Goron settlement. 
      There are very few colonies for the 
  Gorons. While a few Gorons live in many 
  lands all across Hyrule, very few attempts at 
  spreading to other mountain chains have 
  survived past a few years. All mysteriously 
  vanish. There are currently only a few 
  Goron settlements; 
   
  Death Mountain, King Dargo. 
  Death Mountain, as has been said, is the 
  home of the Gorons. Their home stretches 
  from north of Lake Hylia, up to Stone 
  Harbor, and all the way towards Hyrule 
  Castle, all of it underground. Death 
  Mountain features miles upon miles of 
  underground homes, magma pits, and 
  tunnels aplenty. Unfortunately this means 
  that wide swaths of their home territory is 
  besieged by the many monsters left there by 
  Ganondorf in his final days. Pockets of 
  Goron civilization are thus connected by 
  long, dangerous tunnel routes. Only a few of 
  these feature lighting or the autolocomotive 
  machines just coming into service. 
      King Dargo is a rather short Goron, but a 
  powerfully built one at that. It is said he was 
  born prior to the Twili Invasion, and he even 
  remembers the Hero of Time saving his 
  grandfather from Ganon’s influence. He 
  often worries about the state of affairs in 
  Hyrule, but is determined to remain neutral, 
  no matter how much it breaks his heart. 
   
   
   
  Dragon Mountain, Chief Medigoron. 
  A rather ominous name, Dragon Mountain 
  was named for a terrible battle between the 
  Gorons and an evil Dragon who devastated 
  the land around the mountain between the 
  Gerudo Desert and Hylian Field. The dragon 
  
   
  Chapter 4- 12 
  was sealed into a chamber beneath the 
  mountain, and his fire still heats the 
  mountain kingdom today, nearly a century 
  later. 
      Medigoron has found running his own 
  mountain to be a difficult task. Despite his 
  great size and strength, Gerudo and Hylian 
  soldiers have kept seizing outposts on the 
  mountain, hoping to spy on their enemy. In 
  an attempt to keep their neutrality, the 
  Gorons under Medigoron have tried to 
  destroy these outposts while their defenders 
  were elsewhere, to little effect. 
   
  Deku Mountain, Biggoron. 
  Deku Mountain is a smallish mountain that 
  lies just within the territory once called the 
  Lost Woods. There, the Gorons have made 
  trade agreements with the Deku Scrubs and 
  Kokiri, and appeared to be thriving. That 
  was, until a few months ago, when all 
  contact was lost following word of a new 
  group of traders appearing, calling 
  themselves Terminans. 
   
  Kakariko, Impa. 
  The village of Kakariko survives as it 
  always has. With the protection of the 
  Gorons, the villagers have largely forgotten 
  about the war and all the violence going on. 
  Or, at least they know they shouldn’t talk 
  about it. While Kakariko outwardly displays 
  all the signs of a scenic mountain town with 
  a bustling tourist industry, there are dark 
  secrets lying just under the surface. The 
  Sheikah in wider Hyrule are renowned for 
  their skill at infiltration, misinformation, and 
  assassination. While individual members are 
  rarely stopped in the street, even in Lon Lon 
  a Sheikah walking the streets is watched by 
  a dozen eyes. 
      The mysterious Impa is often alluded to in 
  the correspondence of Sheikah agents and 
  those of the Royal Families who hunt them. 
  She is referred to often as the Grand Master, 
  and their shadowy leader. No one has seen 
  her and lived. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 5- 13 
   
   
   
   
   
   
   
   
  Chapter 5 Deku Woods 
  Since the time when the Golden Goddesses 
  created the world and filled it with life and 
  law, the Great Deku Tree has stood as one of 
  the bastions of light before the gathering 
  Darkness. In the eternal struggle he has 
  fallen, only to rise as a new Deku Tree. The 
  end of the battle for the Triforce was no 
  different. The Old Deku Tree was slain by 
  Ganondorf. 
      One hundred years later, and the new 
  Deku Tree is still finding his footing, so to 
  speak. He has not yet regained his full 
  breadth of power, and much of the forests 
  now lie outside his protection. It is up to his 
  children, the Dekus, to safeguard the woods 
  until their father returns to his full power. 
  But his many children have differing 
  opinions on how to do this, and nothing is so 
  harrowing to the fate of the woods than 
  sibling rivalry. 
      While the Deku Scrubs, Kokiri, and 
  Koroks live in relative peace with one 
  another, and they all respect the Deku Tree 
  as a unifying father figure, the rivalries 
  between them keep the Dekus from working 
  together. The Deku Scrubs respect the 
  Koroks for their caretaking of the Deku 
  Tree, but their self-righteous attitudes can 
  grate on the most patient plant. And though 
  they admire the Kokiri as the Deku Tree’s 
  favored sons and daughters, beautiful and 
  immortal, they cannot help but envy their 
  unearned gifts. For their part the Deku 
  Scrubs are seen by the Koroks and Kokiri as 
  aggressive, short-lived and short-sighted, 
  and often simply dirty. Between themselves 
  Kokiri think the Koroks are full of 
  themselves while the Koroks feel that the 
  Kokiri are ungrateful for the blessings they 
  receive. 
      As one can see, there is little that can be 
  done to smooth over the Dekus’ relationship 
  woes too easily. Any attempt to do so must 
  be monumental in scale and scope. Their 
  differences have caused the Dekus to live 
  away from one another in their own camps, 
  only to unite when all are in danger. 
   
  The Deku Glade, Koroks, Brooch. 
  Within the shadow of the Great Deku Tree 
  the Koroks live a life of peaceful 
  contemplation and devotion. The Glade is 
  considered the most sacred sight to the 
  Deku, for it is here that the Great Deku Tree 
  resides. The Korok village is built both 
  around his actual clearing and in the trees all 
  along the route. While the leading Koroks 
  emphasize worship and caretaking of the 
  Deku Tree, many among the younger 
  generations long for the Deku Tree to send 
  them out into the world on an epic quest. 
  The Deku Tree, still a young sapling, often 
  does just that, undercutting the older 
  
   
  Chapter 5- 14 
  Koroks’ stuffiness with his own cheeky 
  plots and gentle designs. 
      Brooch is the High Caretaker of the Deku 
  Tree, which usually involves cutting the 
  grass around his base and keeping bugs 
  away. Brooch is one of the oldest Koroks; 
  some say he was once a Kokiri from before 
  the Great Flood, a bold leader in fact. Now 
  he quietly cares for his friend, and helps in 
  what ways he can. 
   
  Kokiri Village, Kokiri, Flora. 
  The Kokiri Village lies closer to the center 
  of the Woods, striding alongside a series of 
  small rocky channels and dried riverbeds, 
  preferring the few hills in the woods to the 
  lower marshlands. The village is said to 
  have been built and rebuilt after every major 
  calamity that has befallen Hyrule. The 
  Kokiri build their homes from old tree 
  trunks, though in recent years have begun 
  building more Hylian-styled homes from 
  brick. The village lies near a region of the 
  upper woodlands called the Lost Woods, 
  where superstitions meet reality, and those 
  Kokiri not alert to the dangers never return. 
      Flora is a very young Kokiri, being given 
  life by the Deku Tree only a few summers 
  previous. When several of the village 
  leaders went missing in the Lost Woods 
  however, she took charge and has become 
  the local champion for the Kokiri. 
   
  Westwood, Kokiri, Bido. 
  Westwood is an old Kokiri village, the first 
  built across the Zora River, and the closest 
  of the Kokiri settlements to the Hylians of 
  South Field. These Kokiri are the most 
  acculturated to the Hylian lifestyle, 
  including brick and wood homes. A few are 
  rumored to have converted to worshiping 
  Hylian idols. 
      Bido is a close childhood friend of Prince 
  Frederick’s. When the Prince came of age, 
  he asked for his friend to attend every 
  meeting between the Hylian and Kokiri 
  diplomats. Eventually, the Kokiri of 
  Westwood found it easier to just make Bido 
  ambassador and be done with it. Bido is 
  self-conscious about this, and so has 
  dedicated himself to becoming the best 
  advocate for his people. 
   
  Northwood, Kokiri, Oria. 
  Northwood is a Kokiri settlement located 
  near the northern coast of Hyrule. From a 
  distance Northwood appears to be an 
  evergreen forest. Upon entering however, 
  one finds themselves in a warm southern 
  forest, like the rest of the Deku Woods. The 
  exact reason for this transformation is 
  assumed to be a byproduct of the Kokiri’s 
  relationship with the Deku Tree. Northwood 
  nominally respects King Lobo Hyrule’s 
  authority, but tensions with the Wolf are 
  always high. 
      Oria was once a Warden. For twenty 
  years she sought to aid them in their mission 
  of bringing peace to Hyrule and protecting 
  its people and its history. But after a mission 
  went poorly she returned to the Deku 
  Woods, only to set out again in order to 
  found Northwood. 
   
  Deku Conclave, Deku Scrubs, King Dori. 
  The Deku Scrubs are not a united people. At 
  times they fight the Hylians, River Zora, 
  Ocean Zora, Kokiri, Koroks, and even each 
  other. More often than not their aggression 
  is focused outward against what they see as 
  interlopers. More than a few times Hylians 
  have been attacked by Deku Scrubs while 
  gathering firewood, something the Deku 
  Scrubs see as heresy. The Deku Conclave is 
  a single city in the marshy swamplands they 
  prefer, where every member of their Deku 
  Confederation can safely meet one another. 
  
   
  Chapter 5- 15 
      The leader of this commune is called 
  King Dori. His role is less that of a monarch 
  and more that of a counselor or advisor. 
  Despite this he wields enormous power due 
  to his reputation as a fair man. This 
  reputation is despite his somewhat overt 
  distrust towards Kokiri and Koroks, 
  sometimes calling them Collaborators. 
  
   
  Chapter 6- 16 
   
   
   
   
  Chapter 6 Twili 
  Once, long ago, when knowledge of the 
  Triforce was first learned, a war broke out 
  across Hyrule. One group of beings, known 
  to history only as the Interlopers (suspected 
  to be invaders from another dimension), 
  managed to break into the Sacred Realm 
  with their dark magicks. This violation was 
  met by the full force of the Light Spirits, the 
  guardians of the Sacred Realm. The 
  Interlopers were cast into the Twilight 
  Realm, where a thousand years of shadows 
  and sorcery has transformed its inhabitants 
  into the mysterious Twili. This change 
  appears to have caused a sincere contrition 
  among them, the calming and dark beauty of 
  the Twilight Realm giving the Twili time to 
  reflect on their ancestor’s wicked ways. 
      The Twili are ruled by a single monarch, 
  a King or Queen of Twilight. Unlike in 
  Hyrule, or indeed anywhere else, this title is 
  not passed through blood or elections. 
  Instead, the ruler of the Twilight Realm is 
  chosen from the servants of the previous 
  ruler. The King or Queen would take note of 
  an exceptional Twili and grant them a job 
  within the palace. When their death came, 
  the title would magically fall to whomever 
  the sovereign thought most worthy of the 
  title, with this being confirmed by the assent 
  of the rest of the Twili. 
      The Power of Twilight, mastery of the 
  Twilight Realm and its secrets, is inherent in 
  the title. Whomever dons the title 
  appropriately is empowered by the realm 
  itself, transforming into a more powerful 
  being. The most obvious change is the 
  addition of pupils to their eyes. The latest 
  wielder of the Mantle of Twilight is Queen 
  Itza. Only seven years previous she restored 
  the connection between the Twilight Realm 
  and the Realm of Light, Hyrule. How she 
  managed this (as well as the more 
  disturbing, why?) is not known. All that is 
  known is that she has established several 
  homes away from home for her people in the 
  Light Realm. These Shadow Quarters are 
  known as: 
   
  Dexum, Gerudo Desert. 
  In the catacombs of Arbiter Citadel the 
  Twili have constructed the Shadow Quarter 
  Dexum. Dexum constitutes several miles of 
  labyrinthine corridors and pits, though most 
  of it is empty of any inhabitants. Despite 
  this, the Twili can be found in every level of 
  the citadel, as their portal to Twilight 
  remains at the top of the structure. The Twili 
  here are typically the most militant, 
  reflecting both the harsh climate and its 
  harsher people, the Gerudo. It would not 
  surprise many if a Twili were to one day rise 
  to the point of joining the Council of the 
  Gerudo. 
   
  Centurbem, Lon Lon. 
  Centurbem is the westernmost district in 
  Lon Lon, near the bottom of the hill and 
  generally built into the dry riverbed. The 
  easternmost buildings in this Shadow 
  Quarter are taller than most, granting 
  another few minutes of darkness to its 
  
   
  Chapter 6- 17 
  residents. The Twili here consider 
  themselves “team players”, and are known 
  for their volunteer services, in particular as 
  night guards for the city. Some would 
  describe Centurbem as a “night town”, 
  where the colors are bright, the beer flows 
  well, and anything one desires can be found.  
      Crepse, the most influential Twili 
  community leader, is an officer in the 
  Wardens. 
   
  Festivan, Castle Town. 
  The Shadow Quarter here is known for 
  being a sleepy neighborhood by day, and a 
  bustling, lively party at night, featuring 
  everything from dancing to gambling, and 
  everything in between. Built so close to the 
  ruins of Old Hyrule Castle Town, the local 
  Twili tend to play up the spooky, carnival 
  atmosphere around their town. Despite the 
  numerous Poe encounters in the area, the 
  town is suffused with tourists looking for a 
  good scare. 
      The leader of Festivan appears to be a 
  particularly tall and slender Twili named 
  Nock, identified by his tall hat. Nock seems 
  to play the part of ringleader or carnival 
  head. He also serves as the local debt-lender. 
   
  Neburbem, Deku Woods. 
  This Twili settlement is situated to the south 
  and east of the Deku Woods, on a flat 
  seaside plain near the forest’s edge. While 
  they have made peace with the Kokiri and 
  Koroks, the Deku Scrubs see these Twili as 
  invaders and occupiers of sovereign Deku 
  lands. While the war between them isn’t 
  constant, it has hardened these Twili, and 
  some say they have begun to look towards 
  the magic of their ancestors for aid. 
      Oscura is the local Twili leader, and a 
  powerful sorceress. While she holds no legal 
  authority, she is supposedly a distant 
  relation to Queen Itza. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 7- 18 
  Chapter 7 Equipment List 
  The items players may come across in their Hylian adventures are both numerous and diverse. 
  Familiarize yourself with these sample items that may appear in the land of Hyrule.  
   
  Weapons 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Ball and Chain 75gp 
  1d10 
  Bludgeoning 
  20 lbs. 
  Heavy, Reach, 
  Two Handed 
  Chain Whip 
  200gp 
  1d4 Slashing 
  1 lbs. 
  Finesse, reach 
  Magic Boomerang Rare, see 
  description 
  1d4 
  Bludgeoning 
  2 lbs. 
  Special, thrown 
  30/120 
  Megaton Hammer 
  Rare, see 
  description 
  1d8 bludgeoning 2 lbs. 
  Special, 
  Versatile (1d10) 
  Wooden Sword 
  Uncommon, see 
  description 
  1d8 bludgeoning 2 lbs. 
  Special, 
  Versatile (1d10) 
  Hookshot 
  100gp 
  1d8 Piercing 
  4 lbs. 
  Special, Finesse, 
  Reach 
   
   
  Weapon, common (75 gp, 20 lbs) 
  This is a martial melee heavy two-handed 
  weapon with reach, dealing 1d10 
  bludgeoning damage. 
   
  Wondrous, common 
  This seemingly innocuous chain operates 
  identically to the Whip, with one distinction: 
  You may, as a bonus action, cast a melee 
  attack spell through the whip whenever your 
  attack hits. 
   
  Wondrous item, uncommon 
  This finesse weapon 
  appears to be an 
  oversized metal 
  gauntlet with a spike-
  claw in place of the 
  hand. The hook is 
  attached to a 30 foot 
  chain which is housed 
  in the gauntlet. As an 
  action, you may fire 
  the hook at a target. If 
  the target is an object or a part of the 
  landscape, the hookshot attaches to the 
  object. If you are heavier than the object, 
  you may pull it towards you with a bonus 
  action that resets the hookshot. If you are 
  lighter than the object, or the object is an 
  immovable part of the landscape, you may 
  pull yourself towards it with a bonus action 
  that resets the hookshot. 
      If the target of your hookshot is a creature 
  and/or enemy, you must make a ranged 
  attack in against their Armor Class. The 
  target takes 1d8 damage, and becomes 
  grappled. You and your target operate under 
  normal grapple rules while the hookshot is 
  hooked to a target in this way. You may, 
  with a bonus action, reel in the hookshot 
  chain at a rate of 15 feet per round. Attacks 
  made against an enemy grappled with the 
  hookshot have Advantage. The target of the 
  hookshot may attempt to take control of the 
  grapple. 
      Note: More powerful/different versions of 
  the Hookshot may exist, with different 
  lengths and/or special options. 
   
  
   
  Chapter 7- 19 
   
  Magic weapon, rare 
  This +1 boomerang (use light hammer stats, 
  if you miss then make a DC 5 Dexterity 
  check at the start of your next round to catch 
  it coming back) always returns and you 
  always succeed on the Dexterity check to 
  catch it as long as you have a free hand. 
      As an action you can throw the 
  boomerang with added force, the target must 
  make a DC 13 Constitution saving throw or 
  be stunned until the end of your next round. 
  If the boomerang stuns the target it returns 
  to you, but then loses its magical properties 
  until it takes a long rest. 
      Note: More powerful versions of the 
  boomerang could be thrown to stun multiple 
  targets, or recharge after only a short rest. 
   
   
  Magic weapon, rare 
  This +1 maul weighs as much as a grown 
  man, but anyone who grasps the handle 
  finds it to be as light as a feather. 
      As an action you can slam the hammer 
  into the ground to release a shockwave. 
  Each creature on the ground within 10 feet 
  of you must make a DC 14 Strength saving 
  throw. Creatures who fail their save take 3d6 
  thunder damage and are knocked prone. 
  Creatures who make a successful save take 
  half damage and remain standing. The 
  hammer can only produce this shockwave 
  once before requiring a short rest. 
      Note: Some characters may find a 
  warhammer version of this weapon to be 
  more suitable for their fighting style. 
   
  Magic weapon, uncommon 
  This +1 oak sword (use warhammer stats) 
  has relief carvings of a brave warrior in 
  battle with monsters along its blade. It is 
  unnaturally strong and cannot be dented, 
  cracked, burnt, or warped. 
  When you have full hit points and swing the 
  sword, flickering beams of energy shoot 
  from the tip. Once per round you can attack 
  enemies with these sword beams as a range 
  20/60 thrown weapon that deals radiant 
  damage instead of bludgeoning damage. 
       
   
   
   
   
   
   
   
   
   
   
   
   
  Wondrous item, uncommon 
  This white candle with a blue Triforce at its 
  base casts bright blue light in a 30-foot 
  radius and dim light for an additional 30 
  feet. 
      You can make melee attacks with the 
  candle. On a successful hit it deals 1d10 fire 
  damage. A flammable object hit by the 
  candle ignites if it isn't being worn or 
  
   
  Chapter 7- 20 
  carried. 
   
  Wondrous item, rare 
  This potion bubbles vigorously where your 
  fingers touch the bottle, and it smells like 
  springtime plant growth. As an action you 
  can drink this potion, instantly receiving all 
  of the benefits of a long rest. If you are a 
  spellcaster and have sufficient time, you 
  may choose to start memorizing new spells 
  immediately after drinking this potion (if 
  you do not, you still regain your expended 
  spell slots). 
   
  Alchemical item, common (50 gp, 1 lbs.) 
  This explosive is used for demolitions and 
  clearing rocky land. Its fuse can be lit as a 
  bonus action, causing it to detonate one 
  round later in a 5-foot-radius explosion. 
  Each creature in the area must make a DC 
  10 Dexterity saving throw, taking 2d6 
  damage on a failed save or half that damage 
  on a successful one. Half of the damage is 
  thunder damage, and the other half is fire 
  damage. 
   
  Wondrous item, rare (requires attunement) 
  This metallic scale was reportedly blessed 
  by a powerful spirit. When you grasp it 
  tightly you can feel an unseen wind blowing 
  around you. 
      As an action you can raise your arms and 
  invoke the scale, conjuring a powerful 
  updraft which blows you 25 feet into the air. 
  The scale's magic offers you no protection 
  against falling damage, but if you belong to 
  a tribe capable of gliding or flight (such as 
  the Rito or Koroks) this should not be an 
  issue. 
      Note: A powerful spirit might apply a 
  blessing of flight directly to a character as a 
  permanent magical effect. An uncommon 
  version of this item would require a long rest 
  between uses. A very rare version of this 
  item would grant a flight speed with no 
  strings attached. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 7- 21 
  Specialty Items 
  Name 
  Type 
  Cost 
  Description 
  Blue Candle 
  Wondrous item, 
  uncommon 
  --- 
  White candle with a 
  blue Triforce 
  Blue Potion 
  Wondrous Item, rare 
  --- 
  Blue liquid under 
  glass 
  Bomb 
  Alchemic Item, 
  common 
  50gp 
  Round black ball 
  with a fuse 
  Super Bomb 
  Wondrous Item, 
  uncommon 
  --- 
  Big round black ball 
  with a fuse 
  Dragonscale 
  Wondrous Item, rare 
  --- 
  A silver piece in the 
  shape of a scale 
  Green Potion 
  Wondrous item, 
  uncommon 
  --- 
  Green liquid under 
  glass 
  Hookshot 
  Wondrous item, 
  uncommon 
  --- 
  Oversized gauntlet 
  with a claw 
  Iron Boots 
  Wondrous item, 
  uncommon 
  --- 
  Boots with huge 
  weights 
  Magic Bottle 
  Wondrous item, 
  uncommon 
  --- 
  Indestructible glass 
  vial and stopper 
  Magic Mirror 
  Magic Item, 
  Legendary 
  --- 
  Rune-covered Mirror 
  Mask of Truth 
  Wondrous item, very 
  rare 
  --- 
  White mask with a 
  Red Eye 
  Magma Mitts 
  Wondrous item, very 
  rare 
  --- 
  Clawed gauntlets 
  Pegasus Boots 
  Wondrous item, very 
  rare 
  --- 
  Boots with winged 
  heels 
  Power Gloves 
  Wondrous item, very 
  rare 
  --- 
  Brown gloves with a 
  Goron plate 
  Red Candle 
  Wondrous item, rare 
  --- 
  White candle with a 
  red Triforce 
  Subrosian Cloak 
  Wondrous item, 
  common 
  90gp 
  Green hooded cloak 
  
   
  Chapter 7- 22 
   
  Wondrous item, uncommon 
  This swirly green liquid smells like musty 
  books. As an action you can drink it, 
  regaining spell slots totaling 5 spell levels. 
      Note: More potent versions of this potion 
  will restore more spell slots. 
   
  Wondrous item, rare 
  These iron-clad boots feel a little heavy, but 
  their weight increases a hundredfold when 
  worn. While wearing the boots your base 
  land speed is halved, you cannot jump, and 
  you sink in water at a rate 
  of 60 feet per round. The 
  boots grant you advantage 
  on checks and saving 
  throws against anything 
  that would knock you prone 
  or reposition you. 
  Furthermore, the added 
  weight negates any penalties you suffer 
  making melee attacks underwater. 
   
  Wondrous item, uncommon 
  This glass bottle and its cork stopper have 
  been enchanted so that they are completely 
  indestructible and perfectly insulate and 
  preserve the contents. The bottle is 
  unharmed by strong acids, and could even 
  contain lava. The bottle can hold one pint 
  (half a liter) of liquid, or anything else you 
  care to put inside. 
   
   
      Note: With the right preparations or 
  magical rituals, it may be possible to bottle 
  other things. Song or sunlight would 
  emanate from the bottle for one round. A 
  cunning individual might even be able to 
  bottle lightning. An adventurer might find a 
  magic bottle containing such things, but 
  with no clue as to how anyone managed to 
  put that inside. 
   
  Wondrous item, legendary 
  This handheld mirror has a cobalt border 
  engraved with strange runes. Instead of your 
  reflection, you see nothing but mist in its 
  surface. The mirror has two functions: 
      Designate Target: As an action you speak 
  a command word, designating the location 
  you are standing in as the mirror's 
  teleportation target. 
      Recall: As an action you speak a second 
  command word. The mirror instantly 
  teleports you, up to five willing or 
  unconscious creatures within 5 feet of you, 
  and the mirror itself to its teleportation 
  target. The mirror's magic is not deterred by 
  planar boundaries. 
      When you gaze into the mirror its 
  engravings become legible to you, and they 
  clearly explain its function and command 
  words. However, this does not reveal 
  anything about the mirror's last designated 
  teleportation target. 
      Note: A lesser (very rare) version of this 
  mirror has a range of 1 mile, only teleports 
  once per day, and cannot cross planar 
  boundaries. 
   
  Wondrous item, very rare (requires 
  attunement) 
  Once per day this mask allows you to 
  communicate with an unworked, natural 
  stone of Small size or larger. You can 
  question the stone for up to 10 minutes 
  about events within 1 mile in the past day, 
  gaining information about the movement of 
  creatures, weather, and other circumstances. 
      A stone with carvings that is otherwise 
  natural and unworked can answer questions 
  about the carvings and the people who 
  carved it, and several ancient civilizations 
  seem to have carved stones for exactly this 
  
   
  Chapter 7- 23 
  purpose. 
      Note: A lesser (uncommon) version of 
  this mask can only communicate with 
  specific carved stones, but has no limit on its 
  uses per day. 
   
  Wondrous item, very rare (requires 
  attunement) 
  These gloves have long sharp steel claws, 
  and always smell of overturned earth. The 
  gloves allow you to burrow through earth 
  and loose gravel at a speed of 15 feet, and 
  you may choose to leave a tunnel or allow 
  the dirt to collapse around you. You can also 
  use the claws in combat as a pair of +1 short 
  swords. 
      Note: A more powerful version of this 
  item would allow the wearer to burrow 
  through stone. 
   
  Wondrous item, very rare (requires 
  attunement) 
  These boots are always clean and spotless, 
  and they feel light when worn. If you move 
  in a straight line while wearing them you 
  can move up to 60 feet in a round, or 120 
  feet if you use the dash action. Furthermore, 
  your swift movement allows you to move 
  unimpeded over solid surfaces that would 
  otherwise not be able to support you, such as 
  mud, thin ice, or a pit trap covered by a cloth 
  tarp. 
      As an action you can move in a straight 
  line and make one melee attack against a 
  target. If you moved more than 10 feet, you 
  add an extra 1d4 to your attack roll and 1d8 
  to your damage roll. 
  Note: More powerful versions of this item 
  may increase the wearer's speed, increase 
  the to-hit and damage bonuses, or allow the 
  wearer to run on water or thin air. 
   
  Wondrous item, rare (requires attunement) 
  While you wear these gauntlets, your 
  Strength is 19. If your Strength is already 19 
  or higher, the gauntlets have no effect on 
  you. 
      While wearing the gloves, as an action 
  you can throw heavy Small or Medium 
  objects at one target within 30/120 range. 
  The target must make a DC 13 Dexterity 
  saving throw or take 3d6 damage. 
      Note: Stronger gloves will give you a 
  higher Strength score, more damage, and a 
  higher save DC. 
   
  Wondrous item, rare 
  This white candle with a red triforce at its 
  base casts bright red light in a 60-foot radius 
  and dim light for an additional 60 feet. 
      The candle possesses 1d4 magical 
  charges. As an action, you may expend one 
  charge to cast a Fireball as the 3rd level 
  spell. Once all charges are expended roll 
  1d20. On any roll other than a 1, the candle 
  sputters out and refuses to light again. Its 
  charges, and ability to be lit, return at the 
  end of a long rest. On a 1, the candle melts 
  and is destroyed. 
   
  Wondrous item, common (90 gp) 
  This silky cloak is made of an unknown 
  material which provides as much protection 
  as studded leather armor. The fabric is 
  highly resistant to fire, and will survive 
  being immersed in molten lava. The most 
  common color for these cloaks is green. 
      When you wear the cloak you have 
  advantage on saving throws against 
  nonmagical fire damage. 
   
  Wondrous item, uncommon 
  This Small-sized bomb weighs 50 pounds. 
  Its fuse can be lit as a bonus action, causing 
  it to detonate one round later in a 20-foot-
  radius explosion. Each creature in the area 
  
   
  Chapter 7- 24 
  must make a DC 13 Dexterity saving throw, 
  taking 11d6 damage on a failed save or half 
  that damage on a successful one. Half of the 
  damage is thunder damage, and the other 
  half is fire damage. 
      Note: With enough raw materials, it 
  would be possible to make even larger 
  versions of this bomb. Of course, only a 
  crazy person would work on such a suicidal 
  project.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 8- 25 
  Chapter 8 Plots 
  As a general Warning, the following pages 
  are most definitely meant for the Dungeon 
  master’s eyes ALONE. Players should 
  return to the Player’s Handbook. 
   
  The following pages contain ideas that the 
  author of this work would like to note he 
  may or may not use in his own game. They 
  are placed here for consideration, and so that 
  prospective DM’s have a starting point from 
  which to flesh out their own Legend of 
  Zelda adventures. 
   
  This is most definitely the DAWN OF THE 
  FINAL WARNING for players. 
   
  Keep Out. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following plots are sectioned according 
  to Region of the World and approximately 
  
   
  Chapter 8- 26 
  according to general party experience. 
  Cross-regional or World-ending plots will 
  be at the end in their own section. 
   
  Northern Hyrule 
   
  Wolf Skin Deep. Hunters are willingly to 
  pay good rupees for wolf hides, and any 
  information on Wolfos hideouts. 
      Result: The Hunters are somewhat 
  fanatical, but honest about their intentions to 
  hunt the Wolfos. They pay reasonably well, 
  and will offer membership if the party help 
  to take a hideout. 
   
  Bad Coin. Crooked Soldiers are said to be 
  taking advantage of travelers. 
      Result: Guards will act very defensively if 
  confronted, as graft is officially punishable 
  by death. However, some are bandits in 
  soldier disguises. 
   
  Ice Man Cometh. King Rufus Lobo Hyrule 
  has set a bounty on Yeti scalps after an 
  apparent Yeti attack left a village massacred. 
      Result: The Yetis are innocent. A crew of 
  Moblins and Bigblins were paid to stage the 
  attack by a Sheikah agent. 
   
  Cold Harbor. The Zora of Winter Harbor 
  are looking for extra hands for the next 
  Whalfos Hunt. 
      Result: Players participate in a Whalfos 
  hunt. Their boat is knocked off course by a 
  squall and a sudden fog. Running aground 
  on an ice shelf they are attacked by 
  Wizzrobes controlling a Whalfos. 
   
  Root of Evil. Attacks on caravans have 
  increased around Northwood, and several 
  witnesses say some sort of Dekus were 
  involved. 
      Result: A band of Deku Scrub outlaws 
  have fled the jurisdiction of the Deku 
  Woods, and continue to practice banditry. 
   
  Snow, Sand. A palace guard was slain in the 
  night, and his blood was used to paint a 
  Gerudo sign on the King’s castle wall. Rufus 
  Lobo Hyrule asks the party to help. 
      Result: Players learn of the rumor that 
  King Rufus is part Gerudo. They are led to 
  find a Sheikah agent (same as before) or a 
  Gerudo spy behind the attack, an attempt to 
  bring his dynasty down. 
   
  True Fur. One of the King’s Hounds has 
  wandered into a remote village, bleeding 
  badly. No one has heard from the King’s 
  hunting party for days. 
      Result: The King is being held by the 
  Hunters from earlier. They have discovered 
  he is a Werewolfos, and are debating 
  whether or not to kill him. The King will 
  state he is in control of the curse. Players 
  will have hand in deciding his fate. 
   
  In the Navy. Knights have been crossing the 
  entire country looking for anyone who can 
  aid in repelling an attack on the capitol by a 
  Gerudo Fleet. 
      Result: A large battle which may end in 
  victory or defeat for Hyrule. The Gerudo 
  attack with cannons. 
   
  Gone Dark. A Twilight Forcefield has 
  descended on Hyrule Castletown, bringing 
  back the specter of a Twili Invasion. 
      Result: Up to DM. Either the field was 
  accidently activated by a Twili child 
  messing with the old magic markings, one of 
  the Twili from Festivan has gone rogue 
  and/or discovered a hidden power, or the 
  Twili really are staging an attack (unlikely if 
  you don’t want to completely remove the 
  Twili from Hyrule). 
   
  Hyrule Highlands 
   
  Ears. A farming village is attacked by 
  Stalfos and Goblins. 
  
   
  Chapter 8- 27 
      Result: Players who follow the rumors of 
  attacks on farmers will find a troop of 
  Goblins, but will be unable to discover their 
  lair, only that they are kidnapping girls with 
  blonde hair and pointed ears. 
   
  Bad Water. The Zora are accusing the 
  Highland Kingdom of poisoning Lake Hylia. 
  Princess Laruto is threatening to drive the 
  “Landwalkers” out of the Lake area. 
      Result: Players will be directed to an 
  underground spring that appears to be black 
  water. The spring is filled with Octorocks, 
  Gels, and River Zora trying to poison the 
  lake. 
   
  Big Trouble in Little Kakariko. Several 
  Gorons have disappeared from Kakariko 
  Village. Everyone assumes the Sheikah have 
  “removed” them. 
      Result: Following up on this, the players 
  discover the Sheikah are as baffled as 
  everyone else by the tourists’ disappearance. 
  Clues lead the Players to an open crypt 
  where the Gorons are hiding in a burial 
  chamber, only a few feet of stone away from 
  Redead and Stalfos. 
   
  Little Brother, Big Brother. A young Goron 
  has gone missing in the Ingot mines. Inara 
  Zelda Hyrule is quietly looking for heroes to 
  go in and rescue the boy. 
      Result: Grab, the Goron, went into the 
  mine to emulate his older brother Gobb, a 
  Warden who went into the mines in Death 
  Mountain and never returned. While in the 
  mines, the party stumble upon the Goblins 
  from the farm-villages. 
   
  Boom. Flowers. An entire cart full of 
  Bombs, including an experimental launcher, 
  has gone missing from Death Mountain, and 
  the Sheikah ask the players for aid. 
      Result: The Sheikah already know where 
  the Bombs are, but don’t want anyone 
  thinking they stole them. Laruto supporters 
  took it, and plan on launching an attack on 
  the Hylians. 
   
  Politics as Zora. The Governor of Stone 
  Harbor Domain has asked the Gorons for a 
  large number of explosives, supposedly for 
  fireworks meant to welcome Lord Jaboon as 
  he enters the Domain. The players are hired 
  as guards. 
      Result: Princess Laruto supporters will 
  seek to waylay the caravan, attacking at 
  first, and then imploring the party to stop. Is 
  Governor Oris arming his people for war? 
  Or is Laruto a paranoid ruler? 
   
  Delivery Trouble. Communication with the 
  Roost on Death Mountain has been cut off, 
  and no one has been able to reach the cloudy 
  summit to see what is wrong. 
      Result: A cadre of dark wizards have 
  trapped Lady Vakii in an egg, and they have 
  resurrected Volvagia the Dragon. 
   
  The Expedition. King Dargo of the Gorons 
  has sent out a call to all mighty adventurers. 
  Discover what fate has befallen the Deku 
  Colony of the Gorons. 
      Result: The Deku Colony was hit by a 
  surprise attack. Monsters under the control 
  of strangely garbed Hylians attacked and 
  destroyed much of the colony. Survivors 
  hide in small pockets while the Terminan 
  attackers set up shop. 
   
  It’s Tough to Be a God. Lord Jaboon is 
  attacked and nearly assassinated as he enters 
  Lake Hylia. The hunt for his would-be 
  assassins is on. 
      Result: DM’s choice. Who ordered the 
  hit? 
   
  South Hyrule Field 
   
  Bad Deal. A Hylian merchant has asked for 
  the Wardens to provide him a guard detail 
  for a business trip. You’ve been tapped. 
  
   
  Chapter 8- 28 
      Result: The merchant is a snakeoil 
  salesman. One of his concoctions killed a 
  sick Kokiri, leading to her entire tribe 
  howling for his blood. 
   
  Merry Men. A band of Kokiri have begun 
  striking the King’s Men as they travel near 
  the forest. While a reward has been issued, it 
  is believed that the bandits give away their 
  loot, earning the love of the peasantry, 
  making their capture unlikely. 
      Result: The give-to-the-poor thing is a lie 
  invented by the bandits in order to trick the 
  poor into helping them. The Kokiri are 
  simply selfish bandits. 
   
  Willow. A Deku Scrub chieftain has sent 
  word he wishes to negotiate with Prince 
  Frederick and avoid needless conflict over 
  logging rights. The “summit” requires extra 
  hands for protection. 
      Result: Prince Frederick is naively honest 
  about peace, the Chief Willow wants a good 
  deal for his people, a group of loggers 
  believe the Prince will bow to the Chief and 
  so prepare to attack, while a team of Deku 
  Scrubs from a separate tribe are set to 
  disrupt the peace discussion as well. And the 
  Chief’s second is in on the plan. 
   
  Pilgrimage. A group of Koroks are making 
  a pilgrimage to a sacred grove that once was 
  a temple dedicated to the Forest. The only 
  trouble is that it appears monsters have 
  infested the ruins, and so must be cleared 
  out before their rituals may begin. 
      Result: A group of Deku Scrubs are also 
  inside the temple, attempting to clear the 
  monsters, but they have been torn to pieces. 
  Rescue by outsiders may impress them, but 
  so would the Gohma Queen’s head on a 
  pike. 
   
  Bido. The leader of Westwood, the Kokiri 
  Bido, has made several demands of the 
  Prince for more favorable trade agreements. 
  The Prince, busy as he is, asks the players to 
  negotiate on his behalf. 
      Result: Bido doesn’t necessarily care 
  about the trade rights so much as he cares 
  about looking strong to his people. He really 
  just wants an excuse to see Frederick in 
  person, as they were good friends as 
  children. 
   
  Deep Woods. The Deku Tree has summoned 
  the players to his grove in order to ask them 
  to seek out an artifact lost in the woods. 
      Result: Besides a group of Koroks and 
  Deku Scrubs trying to “purge the 
  unbelievers”, monsters galore block access 
  to the Kokiri Blade. 
   
  River Zora Attack. The River Zora have 
  attacked in force, directing their violence to 
  the Kokiri and Prince Frederick’s people. 
  The Wardens are asked to assist. 
      Result: The River Zora have chained up a 
  Water Spirit and are using it like a huge 
  siege engine. Killing or freeing the spirit 
  may make or break this battle. 
   
  Shadow War. A Hylian slew the Deku King 
  Dori’s son in the middle of the street. The 
  Deku Scrubs are calling for war if the culprit 
  isn’t handed over, which is problematic as 
  no one can find them. The party are 
  Frederick’s last hope for peace. 
      Result: The players are asked to search 
  for the one who killed the Deku Prince. 
  While there are several witnesses, no one 
  saw anything. Hints that the Sheikah are 
  involved will lead the party to a Deku Scrub 
  encampment, where the real culprits may be 
  found. 
   
  Hyrule Marshlands 
   
  River Zora Raids. The River Zora have 
  become bolder in recent weeks, including a 
  raid on a fishing village that left no 
  survivors. 
  
   
  Chapter 8- 29 
      Result: The River Zora have taken several 
  of the villagers as slaves, and plan to sell 
  them to a tribe of Moblins as food. 
   
  Sand and Swamp. An Emissary from the 
  Gerudo will arrive in Hyrule Marshland’s 
  capitol of Steelreed within days. The King 
  Edgar Morn Hyrule has asked the Wardens 
  to fetch and defend him until he arrives. 
      Result: King Morn spits on the emissary 
  when She arrives, and then throws her out of 
  his court. He declares that the only good 
  Gerudo is a Dead Gerudo. 
   
  Goron Troubles. A troop of Gorons have 
  come into the Marshland and talking of an 
  escaped dragon. Edgar Morn is concerned 
  about the mountains being open to attack 
  and orders the players to scout for a Gerudo 
  attack. 
      Result: The Gorons return to their 
  mountain, and never come back. If the 
  players search the mountainside for the 
  King, they are attacked by several Lizalfos 
  and Dodongos, perhaps teaming up with a 
  cadre of Gerudo to do so. 
   
  Ocean Zora Traders. While visiting, a 
  group of Ocean Zora merchants were 
  attacked in broad daylight. One is still 
  missing, with a reward for their safe return. 
      Results: The kidnappers are easy to find, 
  and may reveal that they were hired to do it 
  by another Zora. An official looking Zora 
  who asked them to make the attack look 
  good. 
   
  Missing Knights. A troop of soldiers 
  disappeared in the marshes several nights 
  ago and the King is on the verge of 
  declaring war on the Gerudo (whom he 
  believes is behind the disappearance). 
      Result: Investigations reveal that the men 
  were slaughtered upon marching into a 
  Peahat colony and being driven into a deep 
  waterway. 
   
  The Bull. Ser Kore, of the Gerudo 
  Kingdoms, has lead a military force into the 
  marshlands. He has set up camp in an old 
  Hylian Fort, and has asked for the King to 
  treat with him. 
      Result: Kore wants restitution for his 
  emissary being insulted, and for his 
  lieutenant being attacked by assassins, 
  preferably through an honor duel, which 
  Morn has no intention of doing. Kore will 
  gladly duel one of the players instead. 
   
  Sunken Archive. While draining a part of 
  the swamp to make more farmland 
  available, the workers uncovered an ancient 
  temple of some sort. The Wardens ask the 
  players to investigate. 
      Result: The temple is a River Zora base of 
  operations, and it is swarming with soldiers 
  and traps. Players may discover the location 
  of their stronghold in the area from 
  searching the base. 
   
  The Rebels. A group of rebellious citizens 
  have grown tired of living under Edgar 
  Morn and wish to throw him out. But they 
  lack supplies, leadership, and combat 
  experience. 
      Result: Depending on the players’ 
  disposition towards the king, this could 
  either be a daunting battle or a simple purge. 
  The rebels are slowly shown to be less than 
  ideal candidates for taking over the 
  kingdom, as they are quite xenophobic and 
  have begun worshiping a giant Poe in the 
  swamp as though it were a god. They will 
  inevitably betray a party featuring non-
  Hylians. 
   
  North Hyrule Field 
   
  Simple Banditry. The hilly terrain has made 
  catching bandits difficult for the guards. 
  While they would prefer to handle things on 
  
   
  Chapter 8- 30 
  their own, they’ve sent a request for aid to 
  the Wardens. 
      Result: Standard bandits in the hills. 
  Except for the Sheikah paymaster among 
  them. 
   
  Ruins of the Past. A ruin along the border 
  has been uncovered, but the Gerudo are 
  demanding it be left alone as it is their 
  ancestral grounds. The Wizard Timon says 
  otherwise, and offers a reward for someone 
  to make it safe for researchers. 
      Result: Gerudo warriors have entered the 
  tomb ahead of the party and are laying traps 
  and ambushes, but may also be ambushed by 
  hidden enemies, such as the Chu Chus, Like 
  Likes, and a few Darknuts lying in wait. 
   
  The Hills Have Eyes. People have been 
  going missing on the border for years, but 
  now it is reaching epidemic levels. 
      Result: If investigated into, it will reveal 
  that Leevers have formed a nest in the desert 
  area and are eating anyone who enters. 
   
  Lynel Attack. A troop of Lynels roar into 
  town and begin looting and ransacking 
  everything. 
      Result: If the players get involved, the 
  town worships them as heroes, and the 
  Lynel mark them for death. Lynel attacks 
  occur more often. 
   
  The Wonderful Wizard of Mutoh. Timon 
  the Wizard has noted the players’ skills and 
  offers them an opportunity. He asks them to 
  clear out a Moblin infested cavern. 
      Result: It turns out to be a cavern 
  inhabited by Gibdos and Wizzrobes. This 
  was to test the party’s skill. 
   
  Return of the Pride. The Lynels return, now 
  with more numbers, and a grudge. 
      Result: The attack, once thwarted, may 
  lead the players to a village where the Lynel 
  live, and where they are keeping a Gerudo 
  Sorcerer captive. He can reward players for 
  freeing him. 
   
  A Traitor in Their Midst. A Hylian fort has 
  been wiped out. A lone soldier of Gerudo 
  descent was left, but the lead investigator 
  thinks he/she let the attackers in. 
      Result: DM decides whether or not the 
  Gerudo is the traitor or not. If so, their allies 
  will return to save them. If not, the attack 
  was truly the result of a Lynel attack during 
  a shift change. 
   
  All Hail the Spider Queen. Timon allows 
  the party to see the Queen Selene Arkay 
  Hyrule…and she has been turned into a 
  Giant Skulltula! The Queen asks the players 
  to hunt down the Gold Skulltula hidden in a 
  desert ruin. 
      Result: Depends on the DM’s preference. 
  The players find only the Gerudo Sorcerer 
  living in the heart of the ruin, who reveals 
  Timon is the real traitor, or they battle a 
  Gold Skulltula Monster. Or both. 
   
  All Hail the Spider Queen II. Alternative to 
  above: Timon asks the party to slay a 
  monstrous Skulltula that has taken up 
  residence in the palace basement. He 
  explains that it is a rare, intelligent variant 
  that will use deception against them. 
      Result: The Skulltula is in fact Queen 
  Selene Arkay, transformed by Timon into a 
  Skulltula in order to take control of the 
  Kingdom himself. Selene will ask the party 
  to break the curse by destroying an amulet 
  one of his compatriots has hidden in the 
  desert. 
   
  Central Hyrule 
   
  Lon Lon 
  Cattle Rustlers. Local ranchers have been 
  complaining about rustlers stealing their 
  livestock. Grandmaster Tetra Vel has 
  
   
  Chapter 8- 31 
  delegated the matter to the party (read: 
  dropped it in their laps). 
      Result: Kokiris are to blame. A number of 
  them were playing a prank, but then the 
  cattle “got away from them”. They will 
  apologize, then ask for the party’s help 
  capturing them. 
   
  Une Café. Disaster! Catastrophe! The End 
  of All Things! So says Chief Mali, the 
  leader of the Rito in Lon Lon. Apparently 
  the latest shipment of coffee from the south 
  is unusually late, and he is desperate for his 
  caffeine. 
      Result: Soldiers on the /Marshland border 
  are holding onto the trade caravan, partly 
  because the merchants are Zora and Gerudo. 
  Sneaking them out may be problematic, and 
  bribes may only go so far. 
   
  It Was a Dark and Stormy Knight. Citizens 
  of Lon Lon are reporting sightings of a grim 
  looking visitor, clad in black armor and 
  stalking the good folk of the land at night. 
  He seems interested only in challenging 
  Wardens to battle. 
      Result: The Knight is a ghost or undead 
  creature. Talking to him will reveal he was a 
  knight of the Royal House, slain by 
  treachery. He seeks a noble death by 
  combat. 
   
  Dissension in the Ranks. Anti-Grandmaster 
  Tetra related propaganda has appeared 
  throughout Lon Lon. The Wardens ask the 
  party to look into discovering the identity of 
  the culprits. 
      Result: A small faction within the 
  Wardens is looking to oust Tetra Vel from 
  office and supplant her with its own 
  candidate. 
   
  Warden Trials I. A new obstacle course has 
  been set up for Wardens to test their skills. 
  There’s a cash prize for whoever sets the 
  record! 
      Result: Cash Money. 
   
  Warden Trials II. It is election time in Lon 
  Lon, and it looks like someone isn’t playing 
  fair. One of the front-runners has been found 
  dead in an alleyway. 
      Result: Depending on DM’s preference 
  for political thrillers, this could end up being 
  a mugging gone bad, or even a contract 
  killing by one of the other candidates. 
   
  Castle Town 
  Castle Town Guard. The Guard of Castle 
  Town are notoriously corrupt, from the 
  Captain on down. One Guardsman seems to 
  be trying to clean up the joint. 
      Result: If players aid this Guardsman, 
  jobs will become available through him to 
  fight the city’s corruption, including spying 
  on dirty Guards, and finishing investigations 
  the brass wants buried. 
   
  Whispers. Children are going missing in 
  Castle Town. They seem to disappear 
  nearest to the River District, and word of a 
  similar disappearance in Lon Lon has 
  prompted an investigation. 
      Result: There’s something in the massive 
  sewer system of Castle Town and Lon Lon 
  that feeds on life energy. Some sort of 
  undead? Or a cult? A Monster? DM’s 
  preference. 
   
  I am the Night. A mysterious vigilante has 
  begun to battle crime in Castle Town, but 
  only at night. The clean Guardsman needs to 
  know for sure this guy isn’t worse than the 
  criminals he puts away. 
      Result: It’s Batman. 
   
  Carnival. The Mayor of Castle Town has 
  asked for a little bit of help from the 
  Wardens. He claims that there is a 
  dangerous Twili crime boss operating in his 
  town, and he’s finally had enough of the 
  lout. Citing past criminal behavior and a 
  
   
  Chapter 8- 32 
  local “unexplained death”, the Mayor wants 
  the Twili band destroyed. 
      Result: The Twili “Crime Boss” is, in 
  fact, Nock, leader of the Twili of Festivan 
  on the north side of the river. He will state 
  that the Mayor is in deep, deep debt to him 
  for paying off his gambling debts; debts 
  incurred using the Castle Town’s treasury as 
  collateral. He says that the Mayor was 
  hoping the Players would kill Nock, and 
  then keep them quiet through blackmail. 
  DM decides who is telling the truth. 
   
  The Temple of Time. A terrible evil has 
  returned, and all can confirm that it radiates 
  from within the bowels of the Temple of 
  Time. The Wardens plan to re-seal the 
  temple within a mighty ritual spell, but they 
  need to first pacify the site and prevent the 
  spell’s disruption. 
      Result: The players will spearhead a 
  massive attack against an army of monsters 
  within the Temple, but will be cut off from 
  the rest (enemy spawn in a set location and 
  require the Wardens to hold them back 
  while the party proceed). In the basement 
  lies a major Boss Battle (Phantom 
  Ganondorf or Vaati…or both!). If the 
  players fail to destroy the Boss in a set time, 
  it will escape the site and become a 
  reoccurring villain. If defeated, the players 
  must escape the temple before it is sealed. 
    
  Gerudo Desert 
   
  Dangerous Roads. The main highway into 
  Gerudo territories has been infested with 
  Lizalfos and Helmasaur brigands. 
      Result: Dealing with them in whatever 
  way may increase respect from local Gerudo 
  if Power was displayed. 
   
  The Magnificent (Insert Party Size). A 
  small village has saved up all its meagre 
  funds to purchase the aid of a mighty 
  warrior to defeat the bandits who terrorize 
  them daily. 
      Result: See the movie(s). 
   
  Bounty Hunters. Dame Kurwe of Judge 
  Citadel has begun a program of hiring 
  Bounty Hunters to apprehend criminals. She 
  pays well, but asks for no questions. 
      Result: Kurwe is dealing with an internal 
  siege. A band of pirates have rallied the 
  prisoners in one section of the labyrinthine 
  prison and fortified it against attack. The 
  Dame needs all her soldiers in the prison to 
  prevent an outbreak. 
   
  Worm Sign. Some say that in the center of 
  the Gerudo Desert lies a clutch of giant 
  Sandworms. One has seemingly broken off 
  and it rampaging through settled territory. A 
  band of hunters are looking for aid. 
      Result: Hunting the Giant Worm is a Boss 
  Battle. 
   
  Temple of Doom. A freak sandstorm has 
  unearthed the original Temple of the 
  Goddess of the Sands, and an expedition is 
  underway to excavate the ruin before the 
  sand buries it again. 
      Result: PCs can be hired on as guards and 
  excavators. The temple is filled with old 
  ghosts and traps left behind by Ganondorf 
  during his occupancy here. 
   
  Embargo. A Zora Fleet has blockaded 
  Tropic Domain and levied demands for the 
  surrender of the Pro-Gerudo Governor. A 
  “concerned citizen” of Adjure Sanctuary’s 
  Sunken Quarter is looking for parties 
  interested in smuggling in supplies, and 
  perhaps smuggling out the Governor. 
      Result: The Zora Fleet will send an 
  extraction team to kidnap the Governor 
  before dawn. If the PCs involve themselves, 
  they might rescue her, if so inclined. 
   
  
   
  Chapter 8- 33 
  Traders. A group of traders are looking to 
  hire some muscle to get them safely from 
  Quarrel to Strife. 
      Result: Hijinks ensue. One of the traders 
  is a Sheikah in disguise looking to 
  assassinate Ser Kore once the caravan 
  arrives. A Goron is addicted to eating 
  gemstones and needs an intervention. The 
  Zora trader dehydrates and needs to be 
  immersed in water soon. Lizalfos bandits 
  attack. Spending the night in some ruins 
  brings out Redead, Stalfos, Poes, and a few 
  Armos. 
   
  World’s Strongest. A tournament has been 
  called for in the capitol. All who wish to 
  compete are welcome. 
      Result: One-on-One and Team Matches 
  aplenty, as well as plenty of betting, 
  cheating, and politics mixed up together. 
   
  Twilight 
   
  Scared of the Dark. Some Twili in Dexum 
  are worried that there are still monsters left 
  over from Ganondorf in the deepest parts of 
  the structure. They are looking for someone 
  to go down and confirm this. 
      Result: A Gohma has made a nest in the 
  lowest part of the Castle. 
   
  Vice City. It’s a holiday in Festivan, and 
  everyone’s invited! 
      Result: As guards or civilians, the PCs 
  can attend the party, partaking in gambling, 
  drinking, and even some illegal boxing 
  matches. Perhaps a murder or Moblin 
  sighting interrupts the festivities, or the PCs 
  are called away to investigate a robbery.  
   
  The Masquerade. Centurbem in Lon Lon 
  has a new businessman setting up shop: The 
  Happy Mask Shoppe provides masks of 
  every variety known and unknown, and its 
  mysterious proprietor seems intent on 
  making sure everyone finds what makes 
  them happy at his shop. 
      Result: The Shop Keeper will sell magic 
  items in the form of masks, but will also ask 
  PCs to sell him masks they find around the 
  world. He will also take a keen interest in 
  any Twili who enters his store, saying that 
  he once owned a mask made by their pre-
  Banished ancestors. If prompted, he will 
  relay the tale of Majora’s Mask, and then 
  direct one to search the Deku Woods for a 
  path that will lead to treasures undreamt. 
   
  The Hands of Zant. The Wardens have been 
  warned to keep on the lookout for pro-Zant 
  radicals. These radicals believe Zant’s goal 
  of conquering Hyrule was just, and will 
  enact plans to disrupt life for any non-Twili 
  organization they come across. Tetra Vel 
  believes that one of the Hands stole an 
  artifact from the Warden’s Vault. 
      Result: The artifact is a one-time-use 
  Mega Bomb. Investigating the matter will 
  reveal likely high value targets. 
   
  The City That Never Wakes. Traveling into 
  the Twilight Realm, one will come across 
  Dusk, the Twili capitol. The authorities have 
  asked the Wardens to send their most 
  capable members to aid in an investigation. 
  Someone is using Radiant Magic to cause 
  severe damage, destruction and death, and it 
  is suspected that a Lightworlder is involved. 
      Result: The Hands of Zant are behind the 
  attacks, which are meant to lure out Queen 
  Itza. She is expected to make a speech 
  against the attacks at a yearly festival 
  coming up, which is when the assassins will 
  strike. Sheikah agents are involved as well. 
   
  Darkest Before the Dawn. Queen Itza (or 
  unfortunately her replacement) has taken the 
  PCs inter their confidence and asks of them 
  an epic challenge. The reason the Twili have 
  begun reentering Hyrule is because one of 
  the Light Spirits became trapped in the 
  
   
  Chapter 8- 34 
  Twilight Realm. Their power is imicable to 
  the shadowy realm, leading to its slow 
  breakdown. The Queen has suppressed 
  knowledge of this event to prevent a panic 
  while her people sorted it out. Alas, they 
  have failed. The walls of the Twilight Realm 
  are splintering, and may come undone soon, 
  leading to the extinction of the Twili. The 
  Queen asks the Wardens to slay or remove 
  the Light Spirit, and prevent the destruction 
  of her kingdom. 
      Result: Up to the DM. Can the Light 
  Spirit be removed through magical means? 
  A forgotten ritual? What will happen if one 
  of the four Spirits is slain? Who will be 
  blamed? What might happen to the world? 
  Is there no third option? 
   
  
   
  Chapter 9- 35 
  Chapter 9 Alternate 
  Rules for Running a 
  game in Hyrule 
   
  Alternate Rule 1: Alignment 
   
  One issue you may find as a DM in the 
  Legend of Zelda, is that the traditional 
  Lawful-Chaotic, Good-Evil Alignment 
  system doesn’t feel so much like Zelda as it 
  does like Forgotten Realms or Greyhawk. 
   
  As might be expected, Evil is often reserved 
  for Villains, and is almost never able to 
  function alongside Good in the Legend of 
  Zelda mythos, and the inclusion of Law and 
  Chaos are hardly thematic to the same 
  setting. The author of this Handbook would 
  like to suggest replacing one of these with a 
  three-part alignment system. 
   
  Players may select which of the Triforce 
  they are aligned with. This would mean 
  rewarding players with Inspiration points for 
  following their Triforce, as well as allowing 
  players a quick snapshot of their character’s 
  basic motivations and goals. 
   
  A Player who embraces Power seeks out 
  challenges. They don’t just like conflict, 
  they crave it. They need it. At its most 
  generous, one who is aligned with Power 
  would act like Goku from the Dragonball 
  series. They would revel in action and 
  adventure, and relish being able to match 
  their strengths against another, all for the 
  sheer thrill of being the best in the world. At 
  its darkest, a Power-aligned character would 
  seek to use their power to dominate others, 
  such as Ganondorf. Depending on their 
  desires this could go as far as World 
  Domination. 
   
  Characters who are aligned with Wisdom 
  are considered to be clever, ingenious, wise, 
  or insightful. Little details can be used to 
  deduce great truths by these individuals, or 
  prudent decisions may be apparent to them 
  even in the midst of an emotional turmoil. 
  Zelda exemplifies the benevolent uses of 
  Wisdom, using knowledge about her foes to 
  devise plans well in advance that will assure 
  their downfall even while she herself is 
  captured or incapacitated. At its worst, 
  Wisdom can become tainted with avarice, 
  arrogance, or simple cruelty. Moriarty, of 
  Sherlock Holmes fame, is one such being. 
  His vast intellect, used to further the 
  research of mathematics in public, was 
  instrumental in creating one of the most 
  elaborate and effective criminal syndicates 
  in the history of the world. 
   
  Finally, there is Courage. In the Legend of 
  Zelda, it is Link, the Hero of Time, who 
  wields the Triforce of Courage. He 
  exemplifies its finest aspects; he charges 
  into danger in order to save others. He 
  braves the deepest dungeons and foulest 
  crypts in order to secure the tools to combat 
  evil, and he regularly throws himself into 
  battle with monsters ten times his own size. 
  Courage can also be displayed by those 
  deemed Evil for their actions. In the Lord of 
  the Rings book series, the Easterlings 
  brought to the Battle of Pelennor Field 
  continue to fight valiantly to the last man, 
  even as they battle against the forces of 
  Light. Any villain with a strong code of 
  honor, or at least a strong set of standards 
  could be considered to be acting 
  courageously. 
   
  But how to mechanically implement this 
  change? For any spells that utilize 
  Alignment, simply swap out the axis being 
  replaced with the Triforce. For Inspiration 
  points, consider limiting the uses of such 
  points when awarded by acting on Power, 
  
   
  Chapter 9- 36 
  Wisdom, or Courage. Power Inspiration 
  Dice could be useable only on combat rolls, 
  or when attempting to project Strength, such 
  as in an election speech or in a hard round of 
  negotiations. Wisdom Inspiration could be 
  used for any number of Knowledge checks, 
  or to gain temporary proficiency/advantage 
  in a skill by “working it out” on the fly. 
  Courage should be the most useful, available 
  for anything a regular Inspiration die could 
  be used for, as earning it will usually 
  involve much more loss of life and limb than 
  the other two. 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Zelda rpgs/Zelda 5e/Zelda 5E Master's Guide.pdf