All of the information on the setting is in this thread, with a table of contents to make finding them easier.
1. History 2. Races - Main Races - Other Races in the Capital - Other Races 3. Special Classes 4. Description of the Land - Geography and Provinces - Cities 5. Cornelia 6. Religion 7. Technology 8. Dangerous Creatures 9. Miscellany
Long ago, the gods walked the land, giving it form and life. The elder races arose, and came to their first flowering under the tutelage of the gods. Then the gods waxed jealous, and made war one upon another. In time the evil gods were cast down and bound into Tartarus, whilst the others withdrew from Hyrule, lest their continued presence ruin all the land.
Then followed an age of monsters, and great heroes. Many kingdoms rose and fell in this time, as emperors strove to unite the broken land. Three nations rose to prominence: the keatonic Empire of Vos, the Hylian Kingdom, and the equine Empire of Equestria. Peace was attained between the three, and friendship grew between the royal house of the Hylians and the demigod Cosmos, High King of Equestria.
There was another who envied this peace. The twisted demigod Discord of a sudden assailed Equestria, murdering Cosmos and his consort Galaxia and laying waste their capital. Their two daughters, Celestia and Luna, were barely saved from the destruction, spirited away to Hylia where they were fostered in the royal court. Discord scattered the Elements of Harmony to the winds, and, deeming the Hylians of no threat, made war upon the keatons.
Thus given respite, the Hylians nursed their strength while the young Princesses grew to maturity. Then they embarked upon a quest to recover the Elements, arming themselves with the Triforce of Wisdom. Each Element was now hidden in a Chaos Shrine, built by the demented disciples of Discord to celebrate his triumphs. In their journey the Two Sisters befriended five others, from all the lands torn by Discord. Together they liberated the five Elements, whereupon the Two Sisters became joint bearers of the sixth Element of Magic.
Now they sought out Discord himself, to free the land of his evil. It was then revealed that he possessed the Triforce of Courage, and mocked the Princesses. But they withstood him, and with the Elements of Harmony overcame his might, turning his flesh to stone and imprisoning him for eternity.
Thereupon followed the age of harmony. Celestia and Luna, out of respect to their parents, took the title of High Princess, and began healing the land, restoring peace between the races and between man and beast. The lords of Hylia became the Kings of Hyrule, ordering the land according to justice, their Knights vanquishing the most pestilent of the monsters. Slowly, the regional lords swore fealty to the House of Hyrule, while the ruler of Vos renounced imperial ambition, and as King pledged allegiance to the High Princesses.
Some three centuries passed in growing tranquility. Then it seemed all might be lost. The mortal King of Hyrule, seeing his son unfit to rule, decided to break the Triforce, sealing that of Courage away in the Grand Palace and destroying all records of its location. Upon his passing, the prince was given to believe that his younger sister, Zelda, knew of the Grand Palace's location, and sought to wrest the knowledge from her, he and his counsellour, a malignant magician, threatening her. The High Princesses intervened, and the maddened prince fled from them, only to muster his forces and launch an assault on the palace.
He was defeated, he and his vile counsellour slain; his sister became the first ruling queen of Hyrule. Hyrule's golden age was confirmed.
Now six hundred years have passed since that unhappy war; nine hundred since the fall of Discord. The terror of the past forgotten, the people rejoiced in the peaceful times. Wonders of magic and technology have been produced. Yet with prosperity comes complacency, and the wise see troubling signs that envy may once again threaten the harmony of the land.
Main Races These races are the most prevalent in Hyrule and the most numerous in the capital.
Human (Bender and Shifter) Although overshadowed in many ways by other kindreds, humans have still proven prolific and creative. Hyrulean humans tend to be fair-skinned, save those of the south, particularly Gerudo, who can be quite dark. The most populous humanoid race, they are spread throughout the mainland and the Isle of Gerudo.
Humans have little magic potential, but some do have special abilities. Benders have an innate connection to an element (earth, fire, water, wind), which they control with their minds. Benders are often marked by eye colour corresponding to their element. Likewise, Shifters have affinity to an animal: they can change between a human form, an animal form, and their preferred hybrid form; they also have empathy with animals of their type. Shifters take on traits of their animal. Both Shifters and benders have slightly longer lifespans than humans. ~ Height: 5'9" | Lifespan: 100 years ~
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Hylian Hylians appear almost identical to northern humans, the only difference being pointed ears and somewhat greater stature, grace and beauty; some few also have hair of shining gold or silver, and eyes of colours not found in humans. For ages their royal House of Hryule has held lordship over the land, and many are the heroes of Hylian stock. They are named for the Hylia province, and remain most numerous there, but they are found throughout Hyrule, and many humans show signs of Hylian heritage.
What truly sets Hylians apart from humans is their command of magic. All Hylians have some capacity for spellcraft, and many have truly great potential, with Hylian wizards ranking among the most powerful in history. Some Hylians also have innate powers, such as animating paintings, that they can use in addition to spellcraft. ~ Height: 6' | Lifespan: 200 years
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Keaton Magical vulpines, able to shift between the form of a large (dog-sized) fox and an anthropomorphic form, being equally comfortable in either. They have headfur (hair), and their pelts range from ordinary fox colours to white, black, gold and blue. Keatons are native to the Isle of Vos, but have long since become prevalent throughout Hyrule. They are noted for their wisdom, intellect and charm, producing many sages and rogues.
Keatons are born with moderate magic power, which increases as they age. All have the ability to produce foxfire, which can be hot or cold (ghostly) fire; they can manipulate this, but not ordinary fire. Many also have an additional innate ability, similar to Hylians. Keatons are very difficult to fool, able to sense the true nature of things despite illusions or shapeshifting. Keaton lifespan varies: as they age, they grow more tails, with each tail representing an increase in power and roughly a century more of life. The average seems to be three tails (300-400 years), but some have as many as nine (1000+ years). ~ Height: 6' (anthro)/3'6" at shoulder (feral) | Lifespan: 350 years ~
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Pony Ponies are intelligent equines somewhat smaller than horses and brightly coloured, further distinguished by the marks on their hindquarters, emblematic of their personality or special ability. The Earth Ponies are the original stock; they have also crossbred with unicorns and pegasi. Their civilization dates back to ancient times; ponies have long been the guardians of the animal world and suzerains of nature. Ponies are from Equestria, but they are common throughout mainland Hyrule and some live on the surrounding isles.
Earth Ponies are the largest, with strength far exceeding their size, a subtle affinity for plants and animals, but little magic. Pegasus ponies can fly, cloudwalk and manipulate weather, and have a little more potential for spellcraft. Unicorn ponies have powerful magic. All ponies have some tactile telekinesis which helps in grasping objects with their mouths, fetlocks and tails; unicorns have true telekinesis. Unicorn ponies also have an innate ability relating to their flank mark. ~ Height: 14 h (4'2") at the shoulder | Lifespan: 100 years ~
Other Races in the Capital Other races that are likely to be found in Cornelia, but in lesser numbers.
Aegyl ~ Height: 5'10" | Lifespan: 150 years ~ A race of winged humans who possess powers of flight and cloudwalking, like pegasi; they can also command the wind and have moderate magic power. They prefer to dwell high, among the clouds.
Dragonel ~ Height: 6'4" | Lifespan: 500 years ~ Descendents of the civilised dragons of yore, dragonels are sleek, scaled bipeds, with long tails, a pair of bat-like wings and long, narrow jaws. They can fly and possess a breath weapon (usually fire), and some have moderate magic potential. They are attracted by the lure of knowledge and technology.
Dwarf ~ Height: 4' | Lifespan: 250 years ~ Short, burly humanoids with an affinity for earth, which they can move with their minds. Renowned as craftsmen, they are moderately strong physically and magically. Dwarves inhabit mountains and hills, but can be found wherever superior craftsmanship is appreciated.
Fairy ~ Height: 6" | Lifespan: 300 years ~ Fairies are a diminutive race of humanoids, very powerful in magic and insatiably curious. They have wings and can fly, but their appearance changes based upon their surroundings and personalities. Fairies possess innate healing power in addition to spellcraft, and also emit a soft glow, although they can dampen this at will. They often live symbiotically with larger races -- aiding them with their magic in exchange for food, shelter and protection. Since humans stand most in need of magical aid, they tend to live mostly with them. (Note that fairies cannot be any of the classes listed below, although they may have the abilities of a magic specialist.)
Moogle ~ Height: 3' | Lifespan: 100 years ~ Moogles are the smallest surface race. They resemble upright rabbits, save for their dextrous hands; large, bat-like wings; and colourful "pom-poms" which dangle from their heads on long fleshy stalks. They can fly, and are very agile, as well as skilled with technology. They have only minor magic.
Unicorn ~ Height: 15 h (5') at the shoulder | Lifespan: 400 years ~ Graceful creatures of equine stature but with cloven hooves and a single horn. Unicorns can move without trace in nature, and no animal will attack a unicorn or one under her protection. The touch of their horns dispels poison, illness and injury; they possess great magic as well as telekinesis; and each ahs an affinity to some aspect of nature. Certain rare unicorns, called royal unicorns or alicorns, also possess wings and are even more powerful. Alicorns can live well past a thousand years.
Unicorns are very rare in Cornelia, their glories dwelling primarily in Tantaria, but the House of Cosmos is of royal unicorn stock. Unlike other unicorns, the Two Sisters display marks on their flanks.
Viera ~ Height: 6' | Lifespan: 150 years ~ Also known as moonhares or dreamhares, viera resemble tall, delicate humans, but they have rabbit ears and tails. Their skin ranges from dark to fair, while their hair is often a light colour, white or pastel, though it can be dark or black too. Their eyes may be any colour. All dreamhares have a special affinity, relating to night, sleep, dreams or illusions, and are potent in spellcraft besides.
Zora ~ Height: 5'11" | Lifespan: 100 years ~ Humanoid amphibians native to the waters of Hyrule. They have smooth bodies and fins on their limbs, and fleshy or finny crests on their heads in place of hair. Although gilled, they are comfortable out of water; only they most spend some hours each day submerged. Zora can live a long time, but the average expectancy is the same as humans.
Other Races These races are rarely encountered in Cornelia, either due tot heir barbaric culture or simple rarity.
Aeralfos ~ Height: 6'2" | Lifespan: 70 years ~ Distant cousins of the Lizalfos, the Aeralfos live in primitive tribes in the mountains. Many are hostile, and eat trespassers, but some have submitted to Hyrulean law in exchange for improved technology and trade. They are brawny, with long tails, powerful reptilian wings, and cests on the backs of their saurian heads. They have minor magic potential.
Daira ~ Height: 6'4" | Lifespan: 90 years ~ The daira are fierce lizardmen, resembling alligators and crocodiles, who dwell in the swamps and jungles of Saria and Ordon. Primitive but cunning, they respect only superior strength, and hunt and eat anyone they find. Some have been impressed by Ganon and joined his service. Although fearsomely strong, they do not have magic potential.
Goblin ~ Height: 3' | Lifespan: 200 years ~ Small, barbarous humanoids of green skin, yellow or red eyes, and stringy hair that dwell in the Underworld. They see well in near-darkness but bright light hurts their eyes. Goblin culture is built on the envy of other races, greed, and aggression; many tribes worship Ganon.. Their miserable lives are shortened by fighting and illness so that despite potential they rarely see a century. They are not strong (save for their fingers), but some have a bit of magic potential.
Goriya ~ Height: 6' | Lifespan: 350 years ~ A secretive species of humanoid canine that dwells in the Underworld, although they do not fear the light. Their race is known for the magical boomerangs which many wield. They admire strength and cunning.
Lizalfos ~ Height: 6' | Lifespan: 100 years ~ These are lizardmen. They have supple bodies and long, limber tails, and prefer to dwell in subtropical to temperate forests. Native to Gerushima in the Golden Sea, they have spread to the wilderness of southwestern Kasuto. They are both civilised and militaristic, trading with but maintaining independence from Hyrule. They have minor magic potential; some few have greater aptitude and often travel to a Hyrulean city to learn the magic art.
Lynel ~ Height: 7' | Lifespan: 150 years ~ Lion-centaurs, with the body of a horse and the torso and head of an anthropomorphic lion. Noble, but despising other races as weak. A number have been impressed by Ganon and joined his cause. They dwell in rugged terrains. They have minor magic ability, commonly expressed through martial arts.
Moblin ~ Height: 6'+ | Lifespan: 100 ~ A term for several barbaric, bestial races that dwell in forests and wild heaths; the most common varieties resembles pigs and bulldogs; all are brawny and larger than humans. They are thought to descend from Shifters who lost the shapechanging power, becoming stuck in a hybrid form, but they have more potential for magic than humans. Many moblins worship Ganon.
Mogma ~ Height: 5' | Lifespan: 100 years ~ Genial denizens of the Underworld, mogmas resemble broad-chested anthropomorphic canines with a badger's digging claws. They have difficulty seeing in bright light, but commonly trade with surface races, being renowned miners and collectors of treasure.
Pegasus ~ Height: 16 h (5'4") at the shoulder | Lifespan: 150 years ~ Noble ancestors of the pegasus ponies, having the same abilities but larger and without the vibrant colours or flank marks. They are reclusive, seldom leaving their mountain homes.
Worg ~ Height: 3'6" at the shoulder | Lifespan: 100 years ~ Large, intelligent wolves; their packs dwell mainly in the Great Forest. Like ponies, they can speak and have ties to nature, but most despise and prey upon other races. A few packs are allied with moblins, and thus are drawn into Ganon's service. They do not have magic, but some have lunar abilities.
Notes - "Anthro" races (dragonels, keatons, moogles, Shifters) are all digitigrade -- they stand on paws/hooves. Goriya have tails.
- The Gerudo (humans from Gerudo) are not all-female.
- Neither are the viera.
- Ponies are about the same size as real-world ponies, not especially small.
- There are no inherently good or evil races. Members of any race can serve Ganon (or pursue other evil), while members of races affiliated with Ganon can choose to join the forces of harmony instead.
- The racial list is not exhaustive, I just included the ones most important to Hyrule (and most likely to be played). If you want to play a member of another FF/Zelda/whatever race, you probably can. But I am trying to incorporate a certain gravitas, so there are some races I will not allow. Others may have to be modified to be more serious or otherwise fit with the setting. If you really want to play a banned race, discuss it with me.
Banned Races - Anthros (unless special: these should be played as Shifters) - Deku - Elf (because Hylians are elves -- this includes Elvaan, Guado, etc.) - Goron - Minish/Picori (because of their size, rather than being too cute)
III. Abilities "Everyone has limits. It is difficult to master all possible disciplines."
Here are some guidelines to keep in mind. - A key axiom of abilities is that extensive training is needed to master even one ability. This includes innate abilities. Characters are likely to focus on one skill, and use other abilities (if they have them) to support that. - Any ability, physical or magical, acquired or innate, is going to tire the user. - The power scale is rather low. The most powerful beings (currently) are Ganon, Luna and Celestia, and even they cannot destroy cities on their own. - Powerful spells/attacks should take one turn to charge, and possibly one turn to cool down.
Martial Arts "Martial arts" is here used for any kind of formal fighting, whether unarmed, swordsmanship, archery, etc. Hyrule offers a huge array of disciplines, so feel free to choose and be inventive. About the only weapon not available is the gun -- gunpowder is limited to fireworks. Extensive training in martial arts and rigorous discipline can lead to being able to channel spirit energy through attacks -- even for those unable to use formal magic.
Magic Magic is divided into innate abilities and spellcraft. A unicorn's healing, a keaton's foxfire, and a bender's bending are all innate. Innate abilities may require gestures to utilise effectively, but essentially they flow from the user's mind and soul.
Spellcraft on the other hand, also utilises the mage's own energy, but in a specific way, focusing it through gestures and words. Each spell must be learned individually, and while versatile do not come as smoothly as equivalent innate abilities. Mages well-versed in the working of magic can even craft new spells, although this is quite rare.
In either case, magic is fuelled by the user's own energy, although it may draw on ambient magic as well. It also shares a symbiotic relationship with emotions: the stronger the user's emotions, the stronger his magic; the more focused they are, the better his ability to focus on his ability or spell. Spells also rely on words, to help focus the magic and the mind of the caster; most spells are only a word or phrase, but long, intricate chants can yield more powerful, lasting results.
Innate Ability A sample list of some (not all!) special/innate abilities. Most of them are based on affinity to something -- an animal, plant, element, or what have you!
- Bending: The term used for empathy/power over an element. These can be fire, water, wind, and earth, but the term and concept can be extended to other "elements" as well. Benders cannot turn into or merge with their element, although they are resistant to it.
- Healing: Similar to white magic, but innate.
- Plant Affinity: Similar to bending, but affecting plants.
- Psionics: Telepathy, telekinesis, and so on.
- Shifting: Turning from one creature into another. Innate shifting (as Shifters or keatons) also affects worn/held objects, morphing them to fit the new form or simply absorbing them. Magical items melded to the wearer like this still work, so enchanted armour/weaponry functions as enchanted hide/claws.
Spells Spells are divided for convenience into the categories of arcane, black, and white; arcana deals with altering reality, black magic contains offensive and elemental spells, white concerns healing and defense.
The spells do not have a single set effect. "Fire", for instance, could be a fireball, or a single intense ray shot from a finger. The spells are ranked by difficulty, but the strength and versatility of spells evolves as the mage grows and practises.
Certain spells have advanced forms marked by suffixes. For these spells, the base spell affects a single target or small area, -ra spells two or three targets, and -ga spells affect all available targets in range or a large area. Elemental spells also have a fourth level which can be attained by true masters, denoted by -ja, which affect an extended area and allows empathic control.[/i]
Sample Spell List Arcane I - Emote, Emotega ~ Causes named emotion in the target. - Float, Floatga (III) ~ Causes target to float above the ground. - Illusion ~ Creates an illusion. - Jump ~ Increases jumping ability. - Lift ~ Telekinesis: move objects with the mind. - Mend ~ Fixes inanimate objects. - Sleep ~ Puts target to sleep. II - Blind ~ Blinds target. - Deafen ~ Deafens target. - Deodor, Deodorga (IV) ~ Makes target indetectible by scent. - Detect Lies ~ Enables the target to sense falsehood. - Haste, Hastega (IV) ~ Increases the speed of the target. - Megala, Megalaga (IV) ~ Increases the size of the target. Casting again reverses. - Mini, Miniga (IV) ~ Shrinks target. Casting again reverses. - Mute ~ Removes target's ability to speak. - Slow, Slowga (IV) ~ Reduces target's speed. - Vanish, Vanishga (IV) ~ Makes target invisible. III - Aura of Fear ~ Gives the target a terrifying presence (caster and designees are immune). - Berserk ~ Causes the target to go berserk. - Dispel ~ Dispel magic - Drain ~ Absorb life-force from target to heal injury. - Muddle ~ Confuses foe. - Scry ~ Reveals distant scenes to the caster. - Soar, Soarga (IV) ~ Enables the target to fly. - Smallform ~ Can turn the target into any small animal and back. Does not affect intelligence. - Syphon ~ Drains magic from a target to replenish the caster's. - Teleport ~ Teleports the caster and anything else he wills. - Wind ~ Command the winds. IV - Reveal Truth ~ Reveals hidden truths to the target. - Seal ~ Disables magic of the target. - Telepathy ~ Establish mental contact with a target. - Wildform ~ Can turn the target into any animal and back. Does not affect intelligence. V - Animate ~ Infuses inanimate objects with a semblance of life - Polymorph ~ Changes any living creature into any other. Does not affect intelligence. - Weather ~ Control the weather. VI - Meteor ~ Summons a meteor to strike the area. - Petrify ~ Turns a living target to stone.
Black Magic I - Aero, Aerora (III), Aeroga (IV), Aeroja (VI) ~ Conjures and controls wind. - Freeze, Freezara (III), Freezaga (IV), Freezaja (VI) ~ Conjures and controls ice. - Dark, Darkra (III), Darkga (IV), Darkaja (VI) ~ Conjures and controls elemental shadow. - Energy Blast ~ Pure magical attack. - Fire, Fira (III), Firaga (IV), (Firaja (VI) ~ Conjures and commands fire. - Geo, Geora (III), Geoga (IV), Geoja (VI) ~ Attack with earth. - Lux, Luxara (III), Luxaga (IV), Luxaja (VI) ~ Conjures and controls light. - Magelight ~ A harmless ball of light for illumination and practice. - Thunder, Thundara (III), Thundaga (IV), Thundaja (VI) ~ Summons lightning. - Water, Watera (III), Waterga (IV), Waterja (VI) ~ Conjures and commands water. II - Acid, Acidra (IV), Acidga (V) ~ Conjures acid. - Aura of Fire ~ Ignites the target's energy to burn all that draw near him. - Aura of Ice ~ Wraps the target in a veil of deadly chill. - Magic Missile ~ Flings bolts of energy that track their targets. IV - Bladefall ~ Creates rain of swords and knives. V - Flare ~ A powerful explosion of magical energy VI - Ultima ~ The ultimate destructive magic; ignores defences likes Shell and Reflect.
White Magic I - Cure, Cura (III), Curaga (IV) ~ Heals injury. - Heal, Healara (II), Healaga (III) ~ Heals illness named in casting. - Poisona ~ Cures poisons. II - Protect, Protectga (IV) ~ Shields target from physical harm - Shell, Shellga (IV) ~ Creates barrier that resists magic. III - Esuna ~ Releases target from any curses or other harmful magic - NulBlaze, NulFrost, NulGleam, NulShade, NulShock ~ Gives target a barrier that absorbs the energy of natural or magical attacks -- fire/heat, cold, light, shadow, and lightning/electricity respectively. - Reflect, Reflectga (V) ~ Reflects spells cast on target - Regen ~ Regenerative effect. - Stona ~ Restores life to the petrified. VI - Invict ~ Renders target unable to be harmed. (Spell list not exhaustive. If you want a spell, ask.)
Special Orders There are several special classes or orders in Hyrulean society. They may be aligned with one of the factions, but many pursue their own agendas.
Mages Mages, or wizards, do not form any one order. However, most surface wizards have studied at one of the royally approved colleges of magic, and there are certain recognised specialty mages. Arcanists (or arcane mages), black mages and white mages (or healers) are the most common,but the red mages, who combine black and white magic with some martial arts, are also well-known. In the Underworld magic is generally learned master to apprentice, but the same archetypes are known.
Clerics "Cleric" is a general term for a religious figure. They may be priests, priestesses, monks, nuns, sometimes even holy warriors, acting along or as part of a religious order. True clerics are those who worship a holy power, and they have the ability to dispel baneful magics as well as to destroy or rebuke the undead. They may also bless areas, protecting them from invasion by evil spirits, or arms, allowing their bearers to take the fight to the unholy.
Order of Wise Robes These are a secretive society of evil magi. Obsessed with knowledge, they pry into the foulest secrets and have utterly no regard for the lives or dignity of those outside their order. With the coming of Harmony the order was suppressed but not utterly destroyed, and now enjoys a sinister renaissance under the patronage of Ganon. Commonly called Wizzrobes, the members dress in heavy, hooded robes embroidered with malefic runes, their only visible feature being their glowing eyes.
Knights of Darkness These Dark Knights were formed by Ganon in opposition to the Knights of Hyrule. Only the very best and most ruthless warriors will be honoured by the Prince of Darkness in this way. If chosen, the new knight must vow eternal loyalty to the evil potentate. Dark Knights are arrayed in intimidating plate armour, often enchanted.
Knights of Hyrule The most valiant of the kingdom's defenders, the Knights of Hyrule swear to uphold the crown, fight with honour and courage, and defend the weak and innocent. Most aspiring Knights train at Balamb Castle, although it is certainly possible to become a Knight through serving another knight as his squire.
Magitek Knights These are the elite warriors of Gestahl, the commanders of his armies. All Magitek Kngihts are (were?) human; how they came to wield magic is a mystery. Even they know very little of what goes on inside the Magitek Factory. Despite the name, Magitek Kngihts may be mages as well as warriors, and are often tasked with diplomatic and political duties.
Royal Guard These men-at-arms are the backbone of the Hyrulean army. Although not as prestigious as the Knights, their ranks are made up of well-trained fighters and magi. They serve as both city guards in Cornelia and in garrisons across the land. Many are also trained in investigation, as crime is more a problem in Hyrule than true war.