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  Special Thanks 
   
  Special thanks to those who contributed material, content, and advice to the creation of this 
  handbook. Without your skill and dedication none of this would be possible. I would like to 
  thank Koboldskeep, who by another name on the Giant in the Playground gaming site created 
  most of the items in this book as well as the basis of the Gorons and Twili races, and did so 
  with ingenious attention to the Legend of Zelda mythos and a strong understanding of the 
  Dungeons and Dragons mechanics that I lack. Another deep thank you is in order for Yuki 
  Akuma, who also posted her work on Giant in the Playground. Your races were greatly 
  impressive in both their mythological fidelity and creative execution. 
   I would also like to extend a special thanks to the testers. C Dobbs, M Dobbs, K Little, T 
  Castro, S Metzgar, and G Metzgar. Without your endless patience and maddening player 
  skills this would just be a PDF on my computer, instead of a PDF on someone else’s 
  computer. 
   
  Finally, a supremely drawn out thank you to both Wizards of the Coast and Shigeru 
  Miyamoto. Dungeons and Dragons and Legend of Zelda have entertained us for generations, 
  and in many cases taught us more about ourselves than we thought possible. Thank you for 
  sharing your creations with us. 
   
   
   
  -DA Clark 
  Writer/Editor 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Contents 
  Chapter 1 In the Land of Hyrule… .............................................................................................. 1-1 
  Chapter 2 Races of Hyrule ........................................................................................................... 2-4 
  Humans..................................................................................................................................... 2-4 
  Zora .......................................................................................................................................... 2-8 
  Deku ....................................................................................................................................... 2-12 
  Gorons .................................................................................................................................... 2-17 
  Twili ....................................................................................................................................... 2-19 
  Chapter 3 Classes ....................................................................................................................... 3-21 
  Chapter 4 Backgrounds .............................................................................................................. 4-26 
  Chapter 5 Gods and Domains .................................................................................................... 5-29 
  Chapter 6 The Gods ................................................................................................................... 6-32 
  The Goddesses........................................................................................................................ 6-32 
  The Gods of the Peoples......................................................................................................... 6-33 
  The Heroic Deities ................................................................................................................. 6-33 
  The Otherworldly Deities ....................................................................................................... 6-34 
   
   
   
   
  
   
  Chapter 6 
   
  
   
  Chapter 1-1 
  Chapter 1 In the Land of Hyrule… 
   
      One hundred years ago, the eternal 
  Hero of Time, Link, waged a one-man 
  campaign against the sinister 
  machinations of Ganon, the Great 
  Enemy and wielder of the Triforce of 
  Power. In his struggle, he was aided 
  by the Princess Zelda, wielder of the 
  Triforce of Wisdom, and his own 
  Triforce of Courage. The final battle 
  atop Death Mountain, as every great 
  battle between the forces of Light and 
  Dark throughout the ages, would 
  herald the dawn of a new age. 
      No one realized just how true this 
  would be. 
      The Hero of Time struck against 
  the demon Ganon, and in turn was 
  thrashed by his mighty foe. Their 
  struggle lasted many hours, but with 
  Zelda’s magical aid Link was able to 
  strike Ganon down and trap his spirit 
  within the Master Sword. It seemed 
  that peace, once again, would settle 
  upon the land. 
      Princess Zelda had another idea. 
  With her magic, she had seen the 
  eternal conflict between Good and 
  Evil play out a thousand times over a 
  thousand, thousand years. She had 
  seen the land covered in ocean, 
  trapped within mystical shadows, and 
  shattered across time itself. 
      And she had seen enough. 
  Deciding that the world, and the 
  innocent people of Hyrule had 
  suffered enough because of their 
  struggle, Zelda enacted a ritual to 
  shatter the Triforce, and its wielders’ 
  souls, into an infinite number of 
  pieces, scattering them across worlds 
  and throughout all the ages of time to 
  come. Sacrificing their lives, Zelda 
  and Link ended the cycle of 
  reincarnation that allowed Ganon’s 
  evil to plague the world. 
      That war was over. 
      The next was soon to follow. 
  
   
  Chapter 1-2 
      Without Princess Zelda’s 
  leadership the people of Hyrule were 
  left without direction. There was 
  panic that an age of anarchy was upon 
  the land. Several nobles, each a 
  cousin or other relative to Zelda and 
  the Royal Family, claimed the throne 
  for their own. Debates turned into 
  arguments and arguments turned into 
  insults. And soon insults became 
  knives in the night and armies 
  marching across Hyrule. Yet no true 
  successor was able to hold Hyrule 
  Castle and claim legitimacy. 
      And so a hundred years of 
  stalemate continue with the Five 
  Royal Families reigning over smaller, 
  and weaker Hyrule kingdoms. The 
  Sheikah, long the Royal Family’s 
  bodyguards and spies, could not 
  decide which claimant to support, 
  splitting their already small numbers 
  amongst the families and their own 
  home of Kakariko. From Kakariko, 
  under the protection of the Gorons, 
  the Sheikah wage a shadow war 
  against what they perceive as the 
  enemies of Hyrule. Misinformation, 
  secrecy, and poison are common tools 
  of their new trade as they strike out 
  against any who they see as a threat, 
  including Hylians of the Royal 
  Family. Some Sheikah have fallen so 
  far as to sell their craft to the highest 
  bidder. 
      The Goron Kingdom has taken the 
  long view of things, preferring to wait 
  out the civil war until their short lived 
  neighbors come to their senses. While 
  the ancient Goron practice non-
  intervention, the younger generations 
  yearn for the chance to test their 
  skills, or at the very least a chance to 
  finally end the carnage. 
      The Zora, and their avian cousins 
  the Rito, have not followed the 
  Gorons’ example, and now make 
  claims of their own to the coastlands 
  and riverways of Hyrule. Their young 
  ruler, Princess Laruto, seems eager to 
  claim what she can from her people’s 
  former allies, and shows no signs of 
  stopping soon. 
      During the final battle against 
  Ganon, the Great Deku Tree was but 
  one of the many casualties of the 
  Great Enemy’s hatred for all things. 
  Soon though a young Deku tree began 
  to grow in its place. After a century, 
  the Deku Tree is still young, but 
  beginning to grow into his role. His 
  children, the Kokiri, the Deku Scrubs, 
  and the Koroks are some of the most 
  peaceful beings in Hyrule, and they 
  prefer even after a century to stay out 
  of the fighting. A few, led by a fiery 
  revolutionary see it as their war as 
  well, and strive to convince their 
  fellows of this. It may not be hard, for 
  Hylians encroach upon the forest 
  more and more frequently looking for 
  food, firewood, and sometimes 
  mischief. 
  
   
  Chapter 1-3 
      Without the fear of another 
  Ganondorf rising to destroy the world, 
  the Gerudo have seen a population 
  explosion as more and more males are 
  born into the tribes. After a century, a 
  new culture is emerging, where 
  gender is suddenly a present issue 
  once again. The tribes have united 
  under a War Council, and every 
  Hylian alive wonders at times either 
  while at work or in their darkest 
  nightmares: When will they come 
  here? Some, who know far more than 
  they let on, know that question may 
  not need an answer, so long as the 
  Sheikahs’ shadow war against the 
  Gerudo continues… 
      Once, long before the present time 
  of troubles, there was an invasion of 
  Hyrule by the Twilight Realm. This 
  invasion was defeated by the Hero of 
  Time, and the Twili, freed from a 
  Usurper’s malignant control, returned 
  to their world. Only a few seasons ago 
  the old portals opened again, now 
  transporting hundreds of Twili into 
  Hyrule. Yet instead of invasion, they 
  bring workers. Queen Itza, the newly 
  named Queen of Twilight, has 
  allowed her people the right to leave 
  Twilight, and at the sites of the 
  Shadow Portals, many Twili have 
  made the same offer to whomever 
  was on the other side: We work for 
  you, we live here too. The Shadow 
  Quarters of many cities now fill with 
  Twili workers, artists, and 
  craftspeople. 
      Yet for all the grim talk of civil war 
  and shadows, there is a spark of light. 
      In Lon Lon City, a republic 
  surrounded by monarchy at war, an 
  order of knights, adventurers, scholars 
  and mages, has formed itself in order 
  to save Hyrule. The Wardens of 
  Hyrule have sworn an oath to 
  empower the innocent, preserve the 
  knowledge of Hyrule’s past, and to 
  stand against Evil, in whatever 
  incarnation it manifests. 
      The world is on the brink of ruin. 
  Who has the Power, the Wisdom, or 
  the Courage to pull Hyrule back from 
  the edge? 
      Only Time will tell… 
  
   
  Chapter 2-4 
  Chapter 2 Races of 
  Hyrule 
   
  Humans 
  Humans are the most common people found 
  in Hyrule and its neighboring countries. In 
  the ancient past, humanity was reduced 
  down to only a few hundred individuals, but 
  time has allowed them to flourish and fill all 
  four corners of the world. 
  The Humans of the Legend of Zelda 
  universe come in a huge variety of shapes, 
  sizes, and color. There is no “typical” where 
  it concerns humans. Size and weight will run 
  anywhere from five to six feet in height, and 
  anywhere between 120 to 300 pounds, with 
  numerous outliers. There are, however, 
  some regional differences. 
      Despite these differences, many humans 
  share traits with two or more subraces, 
  hinting at a time when these people were at 
  peace. 
  Humans are one of the most adaptable races 
  in the world. When the Cataclysm sank 
  Hyrule beneath the Great Sea, humanity 
  flourished on islands that were once 
  mountaintops. When the sea fell away, 
  humans returned to their old ways on the 
  land in no time at all. Humans have varying 
  tastes, customs, and behaviors, though there 
  are some broad strokes with regards to the 
  three subraces.  
  Traditionally the various tribes of Humans 
  have governed themselves through 
  monarchies and dictators on the higher end 
  of society. The great and powerful are 
  expected to do what is right for their 
  subjects, and on the lower end of 
  government the people of various cities, 
  clans, and villages found their own favored 
  form of self-rule, sometimes through village 
  elders, and sometimes through real 
  democratic rule. 
      With the century of change however, 
  there is a growing sense of national identity 
  among the various human collectives. This 
  has led to at least one Republic at Lon Lon, 
  and perhaps more on the horizon. 
  Being so diverse a people, is it any wonder 
  that Humans possess the most varied reasons 
  to adventure? Their reasons often echo the 
  Triforce itself. Some seek power, over 
  others or over themselves. Some seek out 
  knowledge and mysteries, to expose, collect 
  them, or manipulate others with them. And 
  some merely have the courage to take up a 
  
   
  Chapter 2-5 
  cause that is greater than themselves to 
  either save or doom the world. 
   
   
  Ability Score Increase. You may add +1 to 
  two different ability scores of your choice. 
  Age. Humans reach adulthood in their late 
  teens and usually live less than a century. 
  Alignment. Hylians can be any alignment. 
  Gerudo tend to be drawn to extremes and are 
  very rarely Neutral, while Sheikah are 
  usually Lawful, although exceptions exist. 
  Size. Humans are medium. 
  Speed. Your base walking speed is 30 feet. 
  Languages. Humans speak the language of 
  their home country (usually some form of 
  Hylian), plus one other. Humans generally 
  learn the languages of those they deal with, 
  including obscure dialects. Examples 
  include Goron, Zora and Moblin. 
  Subrace. Ancient divides and Divine 
  intervention among the human tribes has led 
  to three main subraces: Hylians, Gerudo, 
  and Sheikah. Choose one of these subraces. 
  Hylians are said to be the favorites of the 
  Goddesses, and they act the part 
  accordingly. It's said that their long ears 
  allow them to hear the voices of the gods. 
  Many Hylians have fair skin and hair, but 
  darker hair isn't unheard of. Those with red 
  hair are usually related to the Gerudo. 
  Classes. Hylians find themselves most 
  attracted to 'civilized' places, and hence are 
  rarely Barbarians, Druids or Rangers. Most 
  spellcasting Hylians are Clerics or Wizards, 
  while Fighters and Paladins are also 
  common. 
  Ability Score Increase. Your Wisdom score 
  increases by 1. 
  Blessing of Hylia. You may, as an action, 
  cast the Bless spell, without providing 
  material components. You must target 
  yourself, but may also target up to two 
  allies. Once you have done this, you must 
  take a long rest before doing it again. 
  Long Ears. Hylians have Advantage on 
  Wisdom (Perception) checks to hear noises 
  due to their sensitive ears. 
   
  
   
  Chapter 2-6 
  The Gerudo descend from Hylians inflicted 
  with the curse of the Demon King. While 
  the abyssal taint has mostly vanished from 
  their blood by now, they are known for 
  having elongated lifespans. More than half 
  of Gerudo are women. Gerudo have dark 
  skin, and generally red hair, with smaller, 
  rounder ears than Hylians. 
  Classes. Gerudo are drawn to the Sorcerer 
  and Warlock classes, as far as spellcasting is 
  concerned. Many Gerudo with a more 
  martial bent opt to be Barbarians, Rangers or 
  Rogues, while Fighters aren't unheard of. 
  Most Gerudo don't have much truck with 
  divine magic, feeling that the gods have 
  abandoned them. 
  Ability Score Increase. Your Constitution 
  score increases by 1. 
  Age. Gerudo have been known to live up to 
  four centuries, although most die due to 
  misfortune much sooner. 
  Desert Born. You may add your proficiency 
  bonus to Wisdom (Survival) checks made in 
  arid climates. If you already have 
  proficiency in Wisdom (Survival) checks, 
  you instead have Advantage on such checks. 
  You need only half as much water as other 
  races. 
  Fireproof Skin. Through a combination of 
  fiendish heritage and natural desert 
  adaptation, you have resistance to fire 
  damage. 
  Gerudo Weapon Training. You are 
  proficient in the scimitar, spear and 
  shortbow. 
   
   
  The Sheikah used to have close ties to the 
  Royal Family. Their clan was sworn to 
  protect Hylians in general, and the Royal 
  Family in particular. In the current era, 
  secrecy is their way of life, even if their 
  existence is no longer a real secret. Sheikah 
  are sometimes called the Shadowfolk, as 
  they have no set features by which other 
  usually identify them, save for their red 
  eyes. 
  Classes. Sheikah are commonly Monks or 
  Rogues. Their preferred spellcasting class is 
  generally the Bard. Of course, as Sheikah try 
  to integrate with Hylian society, they often 
  adopt other classes as well. 
  
   
  Chapter 2-7 
  Ability Score Increase. Your Dexterity 
  score increases by 1. 
  Darkvision. Sheikah can see in the dark out 
  to a distance of 60 feet, seeing in dim light 
  as though it were bright light and pitch 
  darkness as though it were dim light. 
  Speed. Your base walking speed is 35 feet. 
  Shadow Arts. You gain proficiency in 
  Dexterity (Stealth) and Wisdom (Insight). 
  Lens of Truth. At 1st level you may cast the 
  spell Identify. You must take a short rest in 
  order to use this again. 
      At 3rd level you may cast the spell See 
  Invisibility. You must take a long rest in 
  order to use this again.  
       
   
  Variant Race: Impa-Sheikah. 
  While most Sheikah remain loyal to their 
  own, some seek to emulate the honor and 
  piety of the old ways. These Sheikah, 
  called Impa-Sheikah, dedicate themselves 
  to other causes, and to protect those to 
  whom they swear fealty. 
  Bodyguard. You may declare someone to 
  be under your protection. This declaration 
  doesn't require the target to approve, but it 
  does require a spoken oath of protection 
  spoken in their presence. Once declared, 
  you gain a secondary Bond which states "I 
  will protect <person> with my life." 
      Additionally, whenever your see the 
  target of your protection being attacked 
  within your base movement distance, you 
  may interpose yourself between your 
  target and their attacker as a reaction. The 
  attack roll is resolved as if it had targeted 
  you, and you wind up adjacent to your 
  protection target. 
      You may not intentionally harm the 
  target of your protection. If you 
  unintentionally harm them, you gain 
  disadvantage on all attack rolls, saving 
  throws and ability checks not related to 
  protecting your target, until you somehow 
  atone. This requires the target of your oath 
  acknowledging your repentance. 
      Changing your target requires a week 
  of meditation to revoke your old target, 
  and then another spoken oath in the 
  presence of your new target. 
  Hidden Identity. No official records exist 
  of your existence. It is also impossible to 
  discover your identity through magical 
  means. If you create a fake identity, such 
  as using the Assassin subclass or 
  Charlatan background, magical 
  investigation reveals it to be your true 
  identity, although investigators can make 
  an Intelligence (Investigation) check with 
  a DC equal to 8 + your Charisma modifier 
  to recognize it as fraudulent. 
   
   
   
  
   
  Chapter 2-8 
   
  Zora 
  The aquatic Zora simply appeared one day, 
  in the ancient past. No one really knows 
  where they come from, although it's possible 
  they descended from the Water Dragon 
  Faron. 
   
  Due to the Great Flood there is a divide in 
  the Zora, between those who live in the 
  water and those who live in the sky. The 
  former are the more traditional Zora people. 
  They have silvery scales that give most Zora 
  a shimmering blue or pink appearance, 
  depending on gender, and in addition to 
  dorsal fins that resemble fish tails and shark-
  like faces, they also possess hard, wide fins 
  that reach out of their forearms and ankles, 
  and have many uses. 
      On the other hand the Rito, the subrace of 
  Zora that traded their fins for feathers, are 
  highly avian in appearance, sporting a beak 
  above their mouths and small birdlike feet, 
  minus the talons. They also grow wings that 
  allow them to take to the skies. 
   
  Zora of most types live by their oaths, and 
  by the role society prepares for them. Duty 
  for a Zora is an all-consuming thing. The 
  Rito Mail Service consider their task to be 
  sacred, and will defend their parcels with 
  their own lives, and hiring a Zora bodyguard 
  has long now been synonymous with 
  security. Zora see duty and honor as one 
  thing. 
      There is nothing stronger, however, or 
  more easily damaged than a Zora’s pride. 
  Whatever they or their people excel at shall 
  be all that matters to them, and any 
  comparison with a non-Zora equivalent will 
  be met with hearty guffaws and scowls. 
  Only victory will sooth their wounded pride. 
   
  Like their former allies the Hylians, Zora are 
  a deeply religious folk. Even their Kings and 
  Queens are treated more like High Priests 
  than Sovereigns. The Ocean Zora Queen 
  Laruto, though she rules her people day to 
  day, ultimately derives her power from Lord 
  Jaboon, the latest incarnation of the Zora 
  Whale Deity, who takes an active role in his 
  peoples’ lives. 
      The Rito, though they worship the Dragon 
  Vakii (Daughter of Valoo) who lives atop 
  Death Mountain, are too spread out across 
  the lands to be controlled from a centralized 
  orthodox monarchy like the Zora. They 
  instead live by the will of elected leaders in 
  their individual Aviaries. 
  
   
  Chapter 2-9 
      The River Zora were long ago converted 
  to the worship of Ganon, and venerate his 
  memory still. 
   
  Many Zora ultimately find their highly 
  structured lives, if not too restrictive, then 
  boring at the very least. Ocean Zora and 
  Rito both have an innate desire to be free, 
  inspired by the open sea or the endless sky. 
  Some though are sent out on a mission as a 
  part of their duties. In either case, while their 
  ego tends to grate on some, most others 
  suited to the adventuring lifestyle welcome 
  such skilled and honorable companions. 
   
  Ability Score Increase. You increase your 
  Constitution score by 2. 
  Age. Zoras reach adulthood at the same rate 
  as humans, and live for around two 
  centuries. 
  Alignment. Ocean Zoras and Rito tend 
  toward Good, while River Zoras tend toward 
  Evil. 
  Size. Zoras are medium. 
  Speed. Your base walking speed is 30 feet. 
  Water Adaptation. All Zoras feel at home in 
  aquatic environments, gaining advantage on 
  Wisdom (Survival) checks in them. 
  Languages. All Zoras speak Zora and the 
  language of their native country (usually 
  some form of Hylian). Zora is a melodic 
  language, designed to be just as audible 
  underwater as it is in open air. 
  Subraces. There are three subraces among 
  the Zora. The Ocean Zora are traditionally 
  the friendlier of the two aquatic Zora, the 
  other being the usually aggressive River 
  Zora. Rito were Zora who, when the flood 
  came, made a deal with a Sky God for 
  survival. 
   
  Despite the name, Ocean Zora can be found 
  residing in rivers and lakes as well. Ocean 
  Zora simply prefer wide open spaces in 
  which to make their homes, where they live 
  communally. Ocean Zoras have silver or 
  blue scales and large black eyes. They stand 
  at the same height as a human. 
  Classes. Ocean Zoras are drawn to the Bard 
  class, as music is important to their society. 
  Zoras are also known to be effective 
  Fighters and Rangers. Some Zoras opt to 
  train as Monks, instead, often choosing the 
  Way of the Four Elements. 
  Ability Score Increase. Your Charisma 
  score increases by 1. 
  Strong Swimmer. You have a swimming 
  speed of 40 feet, and gain advantage on all 
  Strength (Athletics) checks made 
  underwater. 
  Amphibious. Ocean Zoras can breathe water 
  just as easily as they can breathe air. 
  Fins. Ocean Zora fins are very sturdy. 
  Unarmed strikes utilizing them deal slashing 
  damage instead of bludgeoning damage, and 
  increase the damage die to 1d4 if it isn't 
  already higher. As a bonus action, you can 
  instead deploy your fins as a shield, gaining 
  a +2 bonus to AC but losing the ability to 
  make slashing unarmed strikes. This doesn't 
  stack with any bonuses from an actual 
  
   
  Chapter 2-10 
  shield. You can switch back to making 
  slashing unarmed strikes with another bonus 
  action. 
  Bioelectricity. You know the Shocking 
  Grasp cantrip. Your spellcasting ability for 
  this cantrip is Charisma. 
   
  Rito are descendants of Ocean Zoras who 
  made a pact with the Sky Dragon Valoo. 
  While they have the same basic body shape 
  as Ocean Zoras, they have a much more 
  human-like appearance. They tend to have 
  tanned skin, and beaks in the place of noses, 
  as well as feathers. Child Rito are actually 
  unable to fly, as their wings are a gift from 
  the Sky Dragon. 
  Classes. Rito tend to prefer Ranger and 
  Rogue to other martial classes. Their 
  spellcasters tend to be Bards and Clerics. 
  Ability Score Increase. Your Dexterity 
  increases by 1. 
  Hold Breath. While underwater, you may 
  hold your breath for ten times as long as 
  other characters - ten times your 
  Constitution modifier in minutes, with a 
  minimum of five minutes. 
  Wings. Your strong wings increase the 
  distance of any long jumps you make by 20 
  feet, and the height of high jumps by 10 feet. 
  At 3rd level, you gain the ability to fly with 
  a speed of 60 feet for a number of rounds 
  equal to your level before requiring an equal 
  time spent resting. At 5th level, the time you 
  can stay in the air increases to a number of 
  minutes equal to your level before requiring 
  rest. At 7th level, you can fly at a speed of 
  60 feet indefinitely. 
  Know Direction. You can emulate the 
  effects of the Find the Path spell, as long as 
  you're trying to find a location you've been 
  to before, for up to one hour. Once you do 
  this, you must finish a long rest before you 
  can do it again. You always know which 
  direction is north. 
   
  River Zoras are distrusted by most other 
  races, for their tendency to pop out of the 
  water and ambush people. River Zoras 
  prefer enclosed spaces, and are often 
  solitary. They tend to have green scales, 
  shading to red around their lips and the tops 
  of their heads. 
  Ability Score Increase. Your Strength 
  increases by 1. 
  Speed. You have a swimming speed of 30 
  feet. 
  Partially Amphibious. River Zoras breathe 
  water as well as a human breathes air. They 
  may also survive outside of water for up to a 
  week before needing to submerse 
  themselves in water again. One day in an 
  arid climate counts as two days out of water. 
  Every day past a week without full 
  submersion for at least an hour deals 1d6 
  damage, which can't be healed until full 
  submersion is achieved. 
  Scales. You are covered in tough, inflexible 
  scales, giving you an unarmored AC equal 
  to 12 + your Dexterity modifier. If you have 
  the Unarmored Defense class feature, you 
  instead increase the AC of that feature by 2. 
  You have resistance to slashing damage. 
  Aquatic Ambush. You can hide even when 
  lightly concealed by water, and gain 
  
   
  Chapter 2-11 
  Advantage on Dexterity (Stealth) checks to 
  remain unseen in the water. 
  Fire Spitting. You know the Firebolt 
  cantrip, which you can cast without somatic 
  or verbal components. You may use either 
  Dexterity or Charisma as your spellcasting 
  ability for this cantrip. 
   
   
   
   
  
   
  Chapter 2-12 
   
   
   
   
   
  Deku 
  The Deku are the spirits of forests and 
  swamps. While some come under the care of 
  specific deities such as the Great Deku Tree, 
  others organize into tribes and live the same 
  as mortal races. Dekus are not a common 
  sight outside of their homes, but are not so 
  uncommon that they would be mistaken for 
  monsters. 
   
  All creatures of the forests who are 
  considered Dekus are plants. They evolved 
  as spores and offspring of the original Great 
  Deku Tree, but that is where their physical 
  similarities end. While they each have bark 
  for skin and leaves for hair, there is an 
  enormous divide between the small, beech-
  like Koroks, and the darker, oak-skinned 
  Deku Scrubs. Kokiris don’t even appear to 
  be plants, but rather like small Hylian 
  children. Their appearance is as varied as 
  nature itself. 
   
  The various Dekus are often described as 
  being childlike in stature, but it is also true 
  that they are childlike in nature. This can be 
  both boon and bane for the Dekus. They are 
  often quick to trust others, and slow to 
  forget a slight. They are, consequently, fey-
  like in their thinking, always conscious of 
  the present, often the past, and never the 
  future. Dekus tend to live for the moment, 
  preferring the excitement and energy of 
  spontaneity to the humdrum of tradition or 
  “caution”. 
      Still, Dekus will rarely do something 
  outright stupid just because it is right in 
  front of them, and they are almost never 
  selfish. Empathy defines the Deku, and it is 
  this empathy that allows them to connect 
  with others so readily. 
   
  While many Hylians mark the great green 
  swaths of the eastern parts of their maps the 
  “Deku Kingdoms”, the use of both words in 
  such a context is criminal. The Deku 
  Kingdoms are neither entirely Deku, nor are 
  there any kingdoms. There are over a dozen 
  villages and clans out in the Deku Woods 
  run by Mayors and Elders and, yes, even 
  Kings, some who actively despise one 
  another as only distant relatives trapped in 
  close proximity can. The Deku Scrubs prefer 
  the denser, wetter regions in the south, while 
  
   
  Chapter 2-13 
  the Kokiri prefer the northern reaches, 
  where stony highlands give them both a 
  view and material for homes without 
  needing to harm the forests for much wood. 
  The Koroks build leafy homes in the tops of 
  the trees, and generally attend to the needs 
  of the Deku Tree, the Deity-Sovereign and 
  Guardian of the forest, the only true uniting 
  force between the Dekus. He is treated as an 
  elderly, wise grandfather, and as a neutral 
  party between Dekus who are having 
  disputes. 
   
  Much like Zora’s Domain, the Deku Woods 
  can be quite dull at times, if a very lovely 
  dull. While most Dekus believe leaving the 
  forest will result in their deaths, some have 
  decided to chance this and strike out on their 
  own, in order to see more of the world and 
  whatever else lies in it. Some have actually 
  gone so far as to found a second Deku 
  Wood, far to the north of Hyrule. 
      Most Deku Scrubs and Koroks will 
  adventure because they were commanded to 
  by their village leaders or the Deku Tree 
  himself, respectively. But some, like the 
  Kokiri, will adventure out of the Woods 
  because the world is there! And someone 
  needs to see it! 
   
  Ability Score Increase. Your Wisdom 
  increases by 2. 
  Age. Deku can live forever, barring 
  accidents. 
  Alignment. Deku tend towards Neutral 
  naturally, while those raised by the Great 
  Deku Tree tend towards Good. 
  Size. Deku are small. 
  Speed. Your base walking speed is 25 feet. 
  Natural Being. Deku are part of the natural 
  world. Beasts, plants and other natural 
  creatures generally react to them one step 
  more positive than normal. Additionally, 
  Deku enjoy Advantage on Wisdom 
  (Survival) checks made within heavily 
  forested areas. 
  Languages. Deku speak the language of the 
  forest, Fey, as well as Common. 
  Subraces. Deku seem to have had the oddest 
  development of any race, combining magic, 
  evolution, and divine protection into three 
  separate Deku races. 
   
  The Kokiri are the children of the Deku 
  Tree. While in truth they resemble 
  humanoid plants, they are constantly veiled 
  
   
  Chapter 2-14 
  in a deific illusion that makes them resemble 
  the children of Hylians. Many Kokiri don't 
  even realize this isn't their natural 
  appearance. 
  Ability Score Increase. Your Dexterity 
  increases by 1. 
  Type. Plant (Deku). 
  Natural Illusion. Kokiri are surrounded by 
  an effect that resembles a Disguise Self 
  spell, although it isn't magical, but instead 
  the divine will of a god. The illusion is fully 
  tactile, and even produces body heat 
  appropriate to a small Hylian. True Seeing 
  or similar magic can pierce it, however, 
  revealing the Kokiri's true nature. 
  Fade Away. Kokiri can become translucent 
  as an action, becoming effectively (although 
  not truly) invisible. This camouflage is far 
  from perfect; moving or taking any action 
  that isn't purely mental causes them to 
  become visible again. This ability is 
  explicitly magical and won't work in an 
  antimagic field. 
  Fairy Companion. Every Kokiri shares a 
  spiritual bond with a Fairy. Said Fairy has 
  half the Kokiri's maximum hit points, and 
  uses the Kokiri's mental ability scores in 
  place of its own. The Fairy acts on its own 
  initiative count, but is unable to attack or 
  cast spells on its own. 
      The Kokiri and Fairy may communicate 
  telepathically within a range of fifty feet. 
  The Fairy is not truly an individual, but 
  instead an extension of the Kokiri's soul, 
  although the two often don't have identical 
  personalities. A single Raise Dead spell is 
  enough to restore both to life. If a Fairy 
  Companion dies while its Kokiri survives, 
  the Fairy reforms after a month. 
      A Find Familiar spell can imbue a 
  Kokiri's Fairy Companion with all of the 
  abilities of a familiar, except the ability to 
  change its form or banish it to a pocket 
  dimension. 
   
  The Korok are the true forms of the Kokiri. 
  They are ambulatory plants resembling 
  small trees. They do not have faces or any 
  other identifying features beyond the 
  coloration of their bark and leaves, so they 
  tend to wear masks. 
  Ability Score Increase. Your Charisma is 
  improved by 1. 
  Type. Plant (Deku). 
  Hover Leaf. Korok cannot naturally fly. 
  However, they are capable of building 
  wondrous flying devices out of natural 
  materials. 
      The Hover Leaf requires a week of work. 
  One finished, it may be used to fly at a 
  speed of 20 feet, up to an altitude of five 
  hundred feet, for one hour before requiring 
  refueling. While piloting the Hover Leaf, a 
  Korok may hover and turn perfectly, as if 
  walking on the ground. 
      Hover Leaves may only be used by the 
  Korok who built them. They can be refueled 
  simply by watering them or allowing them 
  
   
  Chapter 2-15 
  to soak in water for a few minutes. It takes 
  one gallon of fresh water to completely 
  refuel a Hover Leaf. 
      Hover Leaves have an Armor Class of 14 
  and 5 hit points. A Korok may repair a 
  damaged Hover Leaf by 1 hit point per day 
  of work, although if a Hover Leaf is 
  completely destroyed the Korok must build 
  a new one. 
  Speak With Plants. Korok can communicate 
  with plants as if casting the Speak with 
  Plants spell. This ability is always active and 
  isn't actually magical. 
  Natural Botanist. Koroks have Advantage 
  on Intelligence (Nature) checks regarding 
  plants. They also gain Advantage on any 
  checks related to giving care to a plant, such 
  as Wisdom (Survival), or even Wisdom 
  (Medicine). 
   
  Deku Scrubs are also ambulatory plants, 
  although they're only distantly related to 
  Koroks. Deku Scrubs usually have dark 
  bark, and spring or autumnal leaves. They 
  have yellow or orange eyes, and a combined 
  mouth/nose structure. 
  Size. Most Deku Scrubs are small. However, 
  some can grow to be medium or even large. 
  The stats here are for small Deku Scrubs. 
  Ability Score Increase. Your Constitution 
  score increases by 1. 
  Type. Plant (Deku). 
  Speed. Deku Scrubs have a burrow speed of 
  10 feet, and a walking speed of 25 feet. 
  Symbiosis. Deku Scrubs grow large flowers 
  called Deku Flowers, specifically bred to 
  allow a Deku Scrub to climb into them. 
  While inside a Deku Flower, a Deku Scrub 
  doesn't require food or water as long as the 
  flower is healthy. Deku Scrubs gain 
  Advantage on Dexterity (Stealth) checks to 
  remain undetected inside a Deku Flower. 
      A single adult Deku Flower can only hold 
  one Deku Scrub, no matter its size. It takes a 
  week for a Deku Flower to grow to maturity. 
  They prefer damp soil and grow best in 
  swamps or near rivers and lakes. 
  Launch. Deku Scrubs can burst out of a 
  Deku Flower high into the air. As an action, 
  they may make a Strength (Athletics) check 
  to perform a high jump, and add 20 feet to 
  the end result. 
  Glide. Deku Scrubs are very light, and can 
  use their foliage to glide through the air at a 
  speed of 15 feet per round. Each 15 feet 
  forward also includes 5 feet of downward 
  movement. 
  Nut Spitter. Deku Scrubs spit nuts at 
  enemies as a natural defense. This is a 
  ranged natural attack that deals 
  1d4+Dexterity bludgeoning damage. Deku 
  Scrubs only have enough nuts to spit ten 
  times per day before their supplies are 
  
   
  Chapter 2-16 
  exhausted, although they can grow new nuts 
  up to their capacity as part of a long rest. 
  Flexible. Deku Scrubs are incredibly 
  flexible, capable of squeezing into spaces 
  less than a foot across if they need to. 
  Spending longer than a minute in such a tiny 
  space will take its toll, however - every 
  minute spent in a space smaller than its 
  head, a Deku Scrub must make a DC 12 
  Constitution saving throw or take one level 
  of fatigue. Each successful save increases 
  the DC by 1. Each time a save is failed, the 
  DC resets back to 12. 
   
   
  
   
  Chapter 2-17 
  Gorons 
  As mighty as the mountain, and as cool as 
  stone, the Gorons have lived alongside the 
  Hylians and the Zora for centuries of peace 
  and quiet prosperity. They are a welcoming 
  people, one built on Brothership and love. 
  One cannot ask to have a better friend than a 
  Goron. 
   
  Gorons are a highly visible race when they 
  want to be seen, and nearly invisible when 
  they do not. Gorons are taller than a human, 
  and have several times the mass. They are 
  seemingly made out of the stone itself. They 
  even eat the stuff. This means that they are 
  strong, strong, strong! They can heave 
  boulders aside that it would take ten Hylian 
  men to move. Their rocky exterior means 
  that if they don’t move one would think they 
  were rocks themselves. This extends also to 
  their innate toughness. Gorons have been 
  known to bathe in Lava. 
   
   
   
  Yet, despite their incredible physical 
  power, the Gorons rarely exercise it 
  outside of labor and sport. In fact, 
  Gorons are best described as gentle. 
  While they may work hard, play hard, 
  and even drink hard, Gorons are always 
  compassionate and considerate of others, 
  and take great pains to not cause harm to 
  their squishy friends. Gorons make those 
  easily too. With a Goron you will always 
  have a friend who will look out for you 
  and offer both a shoulder and a mug to 
  cry on. 
   
  There is always the rumor that there are no 
  Goron women, and that Gorons just sprout 
  up out of the ground like their Bomb-
  Flowers. This is, oddly, accurate. Gorons are 
  extremely prudish on the concept of gender, 
  and prefer not to speak of anything relating 
  to it at all, and that is because they don’t 
  really understand it. Gorons who reach 
  maturity can create eggs in their belly, and 
  then spit them out into a magma pit. Over 
  time the egg will grow and then hatch into a 
  new Goron. 
      Gorons are all part of the same kingdom 
  under Death Mountain, but their monarchy 
  is very informal, almost to the point of their 
  government being more a Boy’s Club than 
  anything else. Justice is swift and definite, 
  but never cruel.  
   
   
  
   
  Chapter 2-18 
  Gorons who find themselves adventuring are 
  somewhat rare. Gorons can be swayed to 
  take up the call to adventure by an 
  immediate threat to their loved ones, or by a 
  cause great enough to inspire them. 
      Gorons typically do not adventure unless 
  either they are on Goron business, they have 
  been exiled, or they have empathized with 
  an outsider or his cause. 
   
  Ability Score Increase. You increase your 
  Constitution score by 2 and your Strength 
  score by 1. 
  Age. Gorons reach adulthood at the same 
  rate as humans, and live for around four 
  centuries. 
  Alignment. Gorons are generally Lawful. 
  Size. Gorons are medium-sized, but 
  extremely heavy. They are between 6 and 7 
  feet tall, and easily between 150 and 600 
  pounds. 
  Speed. Your base walking speed is 25 feet. 
  Earth Adaptation. All Gorons feel at home 
  in rocky environments, gaining advantage 
  on Wisdom (Survival) checks in them. 
  Darkvision. Gorons can see in the dark out 
  to a distance of 60 feet, seeing in dim light 
  as though it were bright light and pitch 
  darkness as though it were dim light. 
  Power Slam. Your melee weapon can deal 
  one extra die of its damage when you hit 
  with it. Once you use this ability you can't 
  use it again until you take a short rest. 
  Roll. As an action you can roll over an 
  enemy. You move in a straight line up to 
  twice your speed (but at least 10 feet) and 
  stop adjacent to the target. The target must 
  make a Dexterity saving throw (DC 8 + 
  Strength modifier + proficiency modifier) or 
  take 1d12+Strength modifier bludgeoning 
  damage. If you travel downhill your base 
  speed increases to 40 (for a total of 80 feet 
  of movement). Rolling downhill also adds 
  1d12 extra bludgeoning damage to the roll 
  on a hit. This increases to 2d12 at level 5, 
  3d12 at level 10, and 4d12 at level 15. 
  Stone Skin. You have advantage on Stealth 
  checks to hide when you are next to natural, 
  unworked stone. 
  Lavaborn. You have resistance to fire. 
  Languages. All Gorons speak their native 
  language (Goron), and typically Hylian. 
  Goron, as a language, is deep and rumbling 
  so that you can hear its vibrations through 
  light stonework 
   
   
  
   
  Chapter 2-19 
  Twili 
  Long ago, when the world was young, there 
  was a war to claim the Triforce of the 
  Goddesses. The ancestors of the Twili 
  managed to enter the Sacred Realm and 
  nearly claim the Triforce, only to be cursed, 
  and then banished to the Twilight Realm. 
  While the way between worlds has opened 
  again, no one is quick to trust these people 
  of Shadow. 
   
  The Twili have been changed by their time 
  in the Twilight Realm, becoming more and 
  more shadowlike. They were once similar to 
  Hylians, and this is still apparent in their 
  humanoid forms. Their skin is usually black 
  and either white, pale gray, green, or blue. 
  Their hair is often bright orange, pink, or 
  sometimes blonde, and their eyes are a 
  pupil-less blood red. 
      Despite their distinct skin colors and 
  humanoid appearance, the Twili have a great 
  variety in individual appearance, as though 
  they were cast like shadows. Some, such as 
  the Usurper Zant, have very flat faces, or 
  elongated limbs. Others appear more round, 
  or squat, with exaggerated facial features. A 
  few though, such as the late Queen Midna, 
  are recognizable for their surprisingly 
  unaltered proportions. 
      Twili tend to dress in black and near-
  black colors, trimmed with their distinctive 
  glowing patterns. 
   
  The first peaceful Twili observed near the 
  end of their invasion of Hyrule under Zant 
  could be easily described as shy. Twili are 
  non-confrontational by nature, and will try 
  to escape danger rather than confront it. 
  Most Twili found in Hyrule in this era 
  however, are far bolder. It is believed that 
  Twili reflect the emotions of those around 
  them, and so living among boisterous 
  humans will inevitably create extroverted 
  Twili. 
      Despite this, there is always a level of 
  cunning to which Twili aspire. They enjoy 
  playing tricks and telling lies. The nicer 
  Twili will fess up to this and make a joke of 
  the whole thing. Less kind Twili may also 
  have a sinister agenda they are advancing 
  with their deception. 
   
  The Twili only ever have one monarch, the 
  King or Queen of Twilight. This individual 
  is selected from the servants of the previous 
  monarch. The most worthy and faithful 
  servant is granted the power of Twilight 
  (which is marked by pupils appearing in 
  
   
  Chapter 2-20 
  their eyes), and acknowledged as the sole 
  ruler of the realm. 
      Interestingly, outside of the monarch of 
  the Twilight Realm and the Twilight Gods, 
  the Twili tend to organize their little 
  communities in Hyrule on more democratic 
  lines. Law is made by consensus, and duties 
  apportioned according to strengths. 
   
  The exact reasons for the sudden emigration 
  to Hyrule is unknown, but it would appear 
  that many Twili have taken up the 
  adventurer lifestyle out of an odd sense of 
  nostalgia. Many Twili will say that they 
  adventure in order to reconnect with their 
  ancestors, by traveling through the world 
  that was once their home. 
      A few have taken to the notion that 
  Hyrule is their home, and that it is their 
  rightful realm. Many of these beings seek to 
  punish those who live in Hyrule for the 
  crime of stealing it away from the Twili and 
  banishing them into the darkness. 
   
  Ability Score Increase. You increase your 
  Charisma score by 2. You increase your 
  Intelligence score by 1. 
  Age. Twili have a lifespan twice as long as 
  humans, reaching maturity in their late teens 
  and living until their second century. 
  Alignment. Twili are typically Lawful 
  Neutral, with good and evil tendencies. 
  Size. Twili are medium. 
  Speed. Your base walking speed is 30 feet. 
  Languages. All Twili speak the language of 
  Twilight as well as one other language, 
  usually Hylian. Twilight always sounds like 
  it is echoing in an empty chamber. 
  Superior Darkvision. Your Darkvision 
  extends to a 120ft radius. 
  Shadow Magic. You know the Minor 
  Illusion cantrip. 
      At 3rd level you may cast the spell 
  Invisibility. You must take a short rest in 
  order to use this again.  
      At 5th level you gain the Darkness spell 
  once. You must take a long rest in order to 
  use this again. 
  Interloper’s Curse.  The Twili’s ancestors’ 
  transgressions have been passed to the 
  current generation. Twili have Disadvantage 
  against Radiant Damage effects, and direct 
  sunlight on their bare skin causes 1d6 
  radiant damage per round. 
   
  Shadow’s Blessing. Twili have Advantage 
  to saving throws against Necrotic Damage. 
  
   
  Chapter 3-21 
  Chapter 3 Classes 
  In the land of Hyrule there are myriads of 
  people of all shapes, sizes, attitudes, and 
  skill levels. Classes represent broad sets of 
  skills some beings possess that set them on a 
  higher level than others. But not all classes 
  are appropriate in all places. This is a rough 
  guide to how classes interact with the 
  Legend of Zelda. 
   
   
   
   are 
  beings who traditionally live outside of 
  civilized society. They come from harsh 
  lands where one must be harsher in order to 
  survive. Some learn to harness the awesome 
  power of their own inner fury to increase 
  their power, and allow them the luxury of 
  throwing themselves headlong into battle, 
  while others see their wild nature as only a 
  reflection of real Nature, and seek to 
  understand it. 
      Many Gerudo who seek power pursue the 
  Barbarian path of Rage, while many Gorons 
  see the benefits of accepting one’s nature. A 
  few River Zora and many of the lesser 
  monsters who followed Ganondorf are also 
  barbarians, simply because they usually 
  aren’t disciplined enough for other forms of 
  combat. It is said that some Hylians in the 
  cold North practice the Barbarian ways as 
  well as a means of survival, or because 
  they’ve been so far from civilization so long, 
  they’ve forgotten it. 
   
   are eclectic mages. They tend to 
  pick up whatever is around them, be it 
  stories or sword skills. Usually Bards are 
  drawn from the curious and the clever, those 
  who love a good mystery, or just love telling 
  a tale over a roaring campfire. Bardic magic 
  is magic of senses, and they can either 
  manipulate or encourage those they travel 
  with. 
      The Sheikah typically used Bards 
  whenever they needed magical assistance, 
  seeing them as natural spies and agents. 
  Some of the Deku races, as well as a few 
  Zora and Hylians, take up the Bard’s 
  journey. Gorons, surprisingly, hold Bards in 
  high honor for their ability to get people 
  dancing. 
   
   are those who have felt a special 
  calling from the Gods. The Three Goddesses 
  
   
  Chapter 3-22 
  receive the most 
  worship, as 
  virtually everyone 
  accepts their 
  existence. Every 
  race also has one 
  or more lesser 
  deities who may 
  or may not be 
  physically present 
  in the land of 
  Hyrule. Clerics are 
  typically the 
  Gods’ eyes and 
  ears in the world, the leaders of their 
  worship, and their primary agents. 
      Hylians are renowned for their devotion 
  to the Three Goddesses, as well as 
  veneration for Hylia, their patron. The Hero 
  of Time is sometimes afforded a similar 
  level of respect, especially in Lon Lon. The 
  Zora worship Lord Jaboon, the Whale God, 
  who notably swims the entire length of their 
  kingdom in a year. The Koroks provide most 
  of the young Deku Tree’s Clerics. The Twili 
  often speak in hushed tone of the Twilight 
  Gods, but usually do not elaborate further, 
  while the Gerudo have almost no clerics, 
  feeling that the Gods abandoned them long 
  ago.  
   
   can be found in any place where 
  the power of nature is deeply felt. Druids 
  represent the old ways, and 
  their knowledge of the times 
  before even the Hylians 
  appeared to tame the land is 
  vast. Druids tap directly into 
  the very lifeblood of the world 
  around them, using the 
  absolute might of nature in 
  order to defend it from the 
  depredations of civilization. 
      Most Druids can be found 
  amongst the Dekus, particularly the Koroks 
  and the Deku Scrubs. Gorons and Zora 
  Druids are also not uncommon, as are those 
  few Hylians who have turned away from 
  civilization. 
   
   are 
  seen in every 
  culture, for every 
  culture has some 
  sort of martial 
  tradition. Fighters 
  represent those few 
  who rise above mere 
  soldiery and become 
  heroes of legend. 
      Gerudo and 
  Hylians each feature 
  many Fighters, 
  although the Gerudo 
  typically favor 
  Champions, as do Gorons, whereas Hylian 
  Fighters will generally follow the path of the 
  Eldritch Knight. Zora Fighters will also 
  pursue Eldritch Knight. 
  
   
  Chapter 3-23 
   
   
  represent those 
  people in society 
  who hone their 
  own physical 
  form to 
  perfection. 
  Beyond any 
  martial training, 
  the exercises and 
  routines required 
  to master the 
  Monk’s powers 
  are both 
  excruciating and deeply spiritual. Those who 
  pursue this path are seekers of perfection. 
      Gerudo, Sheikah, and Twili all favor this 
  class. Gerudo will usually focus on the raw 
  power of Open Fist and Four Elements, 
  while Sheikah and Twili both have their 
  reasons for favoring Shadow. Some Zora 
  will also follow Four Elements. Many Rito 
  enjoy the discipline being a Monk affords. 
   
   are 
  more than mere 
  warriors. They 
  are sworn to a 
  cause greater 
  than their own. 
  These beings are 
  more feared by 
  the remaining 
  followers of 
  Ganon than any 
  other, and for 
  good reason. 
  Paladins channel 
  the raw power of 
  Devotion, Justice, and the Divine. 
      Paladins come from every major race, 
  save only for the Twili, who in general don’t 
  get too worked up over things. Plenty of 
  Hylians, Gorons, and even Kokiri have 
  found the path of the Paladin to be to their 
  liking. 
   
   are the last line between 
  civilization and savage wilderness. You will 
  inevitably find them at the boundaries and 
  crossroads of Hyrule, striking at their foes 
  through the wild. Bounty hunting comes 
  naturally to these peerless trackers, and 
  many train wild animals to fight by their 
  side. 
   
   
      Many rangers hail from the Deku Woods, 
  where the wildlife is always encroaching 
  upon the plant-folk who live there. Many 
  Gerudo and some Zora find the training 
  beneficial when confronting hostile 
  environments, and though Hylians are 
  usually bastions of civilization, there will 
  always be a few who stick to the 
  borderlands. Sheikah will sometimes favor 
  the Ranger class for its tracking abilities, 
  and its proficiency with combat. 
  
   
  Chapter 3-24 
   
   walk the fine 
  line between scoundrels 
  and outright criminality. 
  And they love every 
  minute of it. The skills a 
  Rogue picks up aren’t 
  always the skills stories 
  like to praise, but they get 
  the job done, and done 
  right. Being a Rogue 
  means being a consummate professional, no 
  matter how unprofessional your work may 
  be. 
      Sheikah, Kokiri, and Twili thrive as 
  Rogues. Sheikah often follow the Assassin 
  branch. Kokiri are drawn to the excitement 
  of leaping across rooftops and 
  demonstrating their skill in picking pockets 
  with their tiny hands. Twili are naturally 
  gifted with magic, and love the hijinks an 
  Arcane Trickster can get up to. 
   
   
  represent those 
  people in Hyrule 
  who are 
  inherently 
  magical. Many 
  are descendants 
  of Dragons, 
  Demons and 
  Gods, whose 
  bloodlines have 
  become weak 
  enough not to 
  openly manifest, 
  while still 
  blessing their 
  descendants with power. Sorcerers are often 
  considered holy in Hyrule, particularly the 
  Hylians, whose own Royal Family claimed 
  the lineage of Hylia herself. But mortals 
  were never truly meant to have such power, 
  and those who cannot control it are often 
  doomed to be destroyed by it. 
      Despite their Royal Family, there are few, 
  if any, Sorcerers among Hylians (some say 
  by Sheikah design). Male Gerudo are often 
  either Sorcerers or Warlocks, magic being 
  seen as a job for the “weaker sex”, as their 
  Matriarch once put it. Sorcerers are fairly 
  common amongst the Zora, who share a 
  healthy relationship with their deity, and the 
  Twili possess a number of sorcerers 
  themselves. 
   
   are outcasts in almost any 
  society they find themselves in. Warlocks 
  make magical pacts with unorthodox 
  powers, some of which are the antithesis of 
  Hyrule’s own Goddesses. Warlocks may 
  strike a bargain for 
  power with the 
  Demons, 
  extraplanar 
  embodiments of 
  Evil, the Faeries, 
  capricious but 
  otherwise neutral 
  beings who dole 
  out their power to 
  agents, and the 
  mysterious 
  Twilight Gods. 
  More often than not 
  Warlocks must hide 
  their true nature 
  from friend and foe 
  alike. 
      Gerudo men 
  often make pacts as 
  
   
  Chapter 3-25 
  Warlocks, though it is somewhat distrusted 
  by the Matriarchy for its “Ganondorf”-like 
  overtones. The Twili have no issue at all 
  with Warlocks, so long as they gain their 
  pacts from the Twilight Gods. A number of 
  Deku Scrubs have also been seduced by the 
  allure of the Faery Court. 
   are scholars of magic. They 
  seek to know as much as they can about it, 
  and they will sacrifice years of their lives in 
  order to unlock the power of magic. They 
  are also considered the “proper” spellcasters, 
  much more civilized than sorcerers or 
  druids. The ultimate goal of any Wizard is to 
  know everything, or barring that, to be able 
  to cast anything. 
      Hylians often train as Wizard if they do 
  not find the Clerical lifestyle to their liking. 
  Oddly, the only other race with a large 
  number of Wizards are the Gorons. Despite 
  the unfounded rumors of their intelligent 
  level, Gorons are actually quite inventive, as 
  their alchemical and mechanical prowess 
  can attest. Gorons find Wizardry 
  intellectually stimulating, and there are 
  several colleges in and around Death 
  Mountain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 4-26 
  Chapter 4 Backgrounds 
  For every legendary swordsman, there’s a 
  farmer’s son with a stick. For every master 
  thief, there’s a street-rat dreaming of 
  something better. For every wizard, a school 
  child hard at work. For every cultist 
  scheming there was once a nobleman cast 
  out from his home. Before they were 
  adventurers, they had lives. 
   
  A religious devotee. Acolytes tend to live 
  somewhat sheltered lives as priests and aides 
  in major religions, until the call to adventure 
  sounds. 
      Many Hylians grow up as Acolytes in the 
  Temple of the Goddesses, or as shrine 
  caretakers of the Heroic Deities, Link and 
  Zelda. Zora Acolytes are worshipers of 
  Jaboon, and are rarely seen outside of Zora’s 
  Domain. Almost no Gerudo become 
  acolytes to any religion. 
   
  A special sort of criminal who specializes in 
  taking advantage of others. Charlatans are 
  most often found in small towns and cities 
  where they can disappear into the crowd 
  following a successful con. 
      While anyone can become a Charlatan, 
  many Twili and Kokiri take up “the Game” 
  because of the mischief it causes. 
   
   
   
  Someone who breaks the law for fun and 
  profit. Criminals come from every walk of 
  life and every type of environment, and they 
  range from petty thievery to outright 
  murder. 
      Anyone can become a criminal, given a 
  certain set of circumstances. 
   
      An actor, singer, dancer or other who 
  provides enjoyment through their 
  performances to others. Every culture enjoys 
  the entertainer’s work. 
      Hylians and Zora typically enjoy poetry, 
  acting, and singing/music to other arts, 
  whereas Kokiri and Gorons prefer dancing 
  and instruments. Gerudo and Twili enjoy 
  magic, as well as skillful displays such as 
  fire-eating and juggling, preferably fire-
  juggling. 
   
      Before stepping onto the world stage the 
  hero first saved a lone village near to their 
  heart. A Folk Hero may rise from anywhere 
  he or she is needed; wherever a monster 
  pillages or a child cries out, they’ll be there. 
      Anyone can be a folk hero. 
   
  A man or woman of business. Artisans 
  learned a trade and practice it well, usually 
  
   
  Chapter 4-27 
  accompanied by a union of like-minded 
  individuals. 
      Most Artisans will be found anywhere 
  there is a city large enough to support their 
  trade. Availability of materials and the needs 
  of locals will factor into this very heavily. 
  Many Gerudo artisans, for example, take up 
  stone and leather crafting, while Kokiri, 
  despite their home environment being what 
  it is, generally do not take up woodworking.  
   
  One who lives alone. Hermits prefer the 
  peace and quiet of solitude to the bustle of 
  towns and villages. For whatever reason 
  they have reentered society once more. 
      Many Gerudos and Dekus will become 
  hermits in order to train their bodies and 
  minds, or to discover some hidden truth. 
   
  An aristocrat. Nobles exist in all societies, 
  even if they aren’t legally defined as such. 
  There is always a cultural, spiritual, or 
  economic elite. 
      The Hylians have an official hierarchy of 
  noble titles, as do the Zora. Gorons and 
  Dekus are more informal, usually only 
  having a King or Mayor, and one or two 
  princes and princesses. Twili and the people 
  of Lon Lon elect leaders, and so do not have 
  a legalized nobility. Gerudo Nobility is 
  simply the higher ranking Warriors. 
   
  A survivor of the wilderness. An outlander, 
  like the hermit, tends to live alone though 
  not exclusively. They live in the wilds for 
  years at a time away from greater 
  civilization. They live off the land and 
  survive using their wits. 
      Every race has its members who chose to 
  live apart from urban 
  civilization.  
   
  A scholar. Sages are a class 
  of learners who delve into 
  the deepest mysteries and 
  the murkiest of Apocrypha 
  to bring Truth to the people, 
  or a sizeable grant to their 
  institution. 
      The urbanized Hylians 
  possess the most sages by 
  virtue of the existence of 
  libraries in many cities. 
  Gerudo Wise Women, the smiths of the 
  Gorons, and the various religious priests and 
  priestesses of the Zora will be sought out on 
  sagely matters. 
  One who lives on the sea. Sailors make their 
  way in the world as traders, merchants, 
  naval personnel, smugglers, and pirates 
  when times get lean. They can be found near 
  any major body of water.
      While the Gerudo and North Hylians field 
  impressive navies, the Zora’s truly epic 
  Merchant Fleet dwarfs all with its sheer 
  numbers. 
   
   
  
   
  Chapter 4-28 
  A fighter in the many wars. With the Second 
  Hylian Civil War into its second century 
  there are current and ex-soldiers practically 
  coming out of the woodwork, and no end in 
  sight for work. 
      Every race fields Soldiers of some sort. 
  Hylian soldiers are considered the most 
  gallant looking of the lot, as their varied 
  uniforms make every battle appear to be a 
  macabre carnival. 
  A child of the streets. Urchins can be found 
  in the dirty streets begging for coin, 
  pocketing what isn’t theirs, and generally 
  trying to grow up to be Criminals and 
  Thieves. 
      Every race which relies upon urbanized 
  society will find urchins in their poorer 
  streets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 5-29 
  Chapter 5  Gods and 
  Domains 
  Religion in the lands of Hyrule is of great 
  importance to her people. Most tend to 
  worship, or at lease pay homage to, the 
  Three Golden Goddesses, at least in some 
  form. The Gerudo are often considered the 
  only major exception to this rule. 
      The Hylians have always revered Hylia, 
  the Goddess for whom their people were 
  named, and in more recent years Zelda and 
  Link have been similarly venerated. The 
  Hero of Time has become something of a 
  Patron Saint to Lon Lon and the Wardens in 
  particular. Ganon, the third wielder of the 
  Triforce, is only worshiped by cults made up 
  of his former minions. 
      The Great Deku Tree, Lord Jaboon, and 
  Lady Vakii are worshiped by those races 
  whom they have guided and protected for 
  centuries. Rumor has it that the Sheikah, or 
  perhaps a splinter group, have returned to 
  the worship of a mysterious Raven-like deity 
  from before the unification of Hyrule. 
      Finally, there are those deities who do 
  not, technically, dwell within Hyrule nor 
  have had an active role in its existence until 
  this point. The Twilight Gods are the 
  mysterious benefactors of the Twili, and 
  presumably reside within the Twilight 
  Realm. Demons have always been the 
  enemy of humanity and life in general, and 
  so only the mad and the desperate have 
  traditionally served their interests on the 
  mortal plane. And the Great Faeries, though 
  often known to guide the Hero of Time, are 
  the most mysterious of the lot, as their true 
  motives remain unknown. 
   
   
  
   
  Chapter 5-30 
   
  Greater Deities 
  Alignment 
  Domains 
  Symbol 
  Din, Goddess of 
  Power, Goddess of 
  the Sand 
  CG 
  Light, War 
   
  Farore, Goddess of 
  Courage, Goddess of 
  the Wind 
  NG 
  Light, Nature 
   
  Nayru, Goddess of 
  Wisdom, Goddess of 
  Time 
  LG 
  Light, Knowledge 
   
   
   
   
   
   
  Nature Deities 
  Alignment 
  Domains 
  Symbol 
  The Great Deku Tree 
  TN 
  Life, Nature 
   
  The Goddess Hylia 
  NG 
  Knowledge 
   
  Lord Jaboon 
  LN 
  Tempest 
   
  
   
  Chapter 5-31 
  Raven, of the Sheikah TN 
  Trickery, Death 
   
  Lady Vakii, Daughter 
  of Valoo 
  LG 
  War, Tempest 
   
   
   
   
   
   
  Heroic Deities 
  Alignment 
  Domains 
  Symbol 
  Ganon, Great God of 
  Evil 
  CE 
  Death, War 
   
  Link, God of Heroes 
  CG 
  Life, War 
   
  Zelda, Goddess of 
  Magic 
  NG 
  Knowledge, Light 
   
   
   
   
   
  
   
  Chapter 6-32 
  Otherworld 
  Deities 
  Alignment 
  Domains 
  Symbol 
  The Gods of Twilight 
  CN 
  Light, Trickery 
   
  The Great Faeries 
  CN 
  Trickery, Nature 
   
  The Infernal Demons 
  CE 
  War, Trickery 
   
   
   
   
   
   
  Chapter 6 The Gods 
  Each of the Gods are worshiped and 
  understood by their followers, and 
  misunderstood by those who do not give 
  worship. 
   
  The Goddesses 
  The Three Golden Goddesses (Din, Farore, 
  and Nayru) are the most powerful deities 
  within the Legend of Zelda mythos, and are 
  responsible for the creation of the world and 
  all things that live within and without it.  
      Din is the Goddess of Power, and 
  sometimes also equated with Fire and Sand, 
  particularly by the Gerudo, and is 
  considered to be the one to create the form 
  of the world. 
      Farore is the Goddess of Courage, and at 
  times of the Wind and Nature, being the one 
  to create the life force that pervades the 
  world.  
  
   
  Chapter 6-33 
      Nayru is the Goddess of Wisdom, and 
  also believed to be the Goddess of Time in 
  addition, evidenced by her role as the creator 
  of Law within the universe. 
   
  The Gods of the Peoples 
  While the Three Goddesses are 
  acknowledged by most, many people in 
  Hyrule and beyond favor deities that are 
  more directly involved in their lives. These 
  deities are often living beings within the 
  realm, and often seek out mighty followers 
  to aid their people. 
      The Great Deku Tree has always stood at 
  the center of Kokiri, Korok, and Deku life. 
  Since the dawn of time he has watched over 
  the forests and woodlands of the world, 
  serving the Light as best as he could as a 
  bulwark against Darkness, even if that 
  defense cost him his life. The Deku Tree has 
  incarnated several times after such events, 
  and is still a young sapling at the moment, 
  slowly regaining his lost wisdom and power. 
      The Hylians have revered the 
  demigoddess Hylia since the dawn of their 
  civilization. It was her piety and her pleas 
  for aid that moved the Three Goddesses to 
  aid Hyrule in its early struggles against the 
  Demons who once threatened its existence. 
  She is considered the St Queen of Hyrule, 
  and many chapels pay homage to her 
  memory. 
      Lord Jaboon has lived a long time, nearly 
  as long as the Deku Tree, passing his 
  memory and his power to his heir once 
  every thousand years. Jaboon has long been 
  the de facto ruler of the Zora, serving as the 
  true force of power behind the throne of the 
  Zora Royal Family. He is a gentle giant of 
  the sea, and contents himself with 
  safeguarding the secrets of the Zora. Every 
  year is marked by Lord Jaboon’s migration 
  from one Domain to another, with Lake 
  Hylia being the first and final stop of each 
  year. 
      When the Zora were threatened by the 
  creatures of the deep during the Great Flood, 
  it was the mighty dragon Valoo who used 
  his power to transform them into the Bird-
  like Rito. When the flood receded, many 
  chose to remain thus, and their worship and 
  reverence have since moved from Valoo to 
  his daughter and heir, Vakii. Vakii granted 
  the Rito the natural ability to fly, bypassing 
  the need for every Rito to seek a scale from 
  her. Some of this has been retained as a 
  tradition, however. Lady Vakii watches over 
  the Rito, and at times the Gorons, from atop 
  Death Mountain, and is content to remain 
  there until the end of her days. 
      In many old ruins once used by the 
  ancient Sheikah, there can be seen a 
  mysterious image: A Raven bearing the eye-
  mark of the Sheikah. This mysterious Raven 
  is rumored to have been a primordial deity 
  the Sheikah gave sacrifices unto, until the 
  foundation of Hyrule and the Royal Family. 
  Rumors speculate that many Sheikah have 
  fallen back into blasphemous practices, all 
  under the Eye of the Raven. 
   
  The Heroic Deities 
  While their spirits may be removed entirely 
  from the waking world, there is an 
  undeniable draw to the worship of the old 
  Wielders of the Triforce, either as genuine 
  religious reverence, or merely as figures of 
  awe and respect. 
      The Wardens of Hyrule, upon their 
  founding, chose to invoke the memory of the 
  
   
  Chapter 6-34 
  Hero of Time, seeing him as their ultimate 
  idol and the embodiment of everything they 
  stood for. His green tunic has been 
  incorporated as an informal uniform for the 
  Wardens, and his imagery is often used by 
  their organization. He is considered the 
  Patron Saint of the Wardens, the Kokiri, Lon 
  Lon, and several military forces under the 
  Royal Families. 
      The memory of the Princess Zelda 
  remains strong in the hearts of her people. 
  She is seen as an angel of mercy and 
  compassion, as well as change and magic. 
  Many mages throughout the realm invoke 
  her spirit as a guide in their magical studies, 
  and as a safeguard against the undead, a 
  frequent nemesis of relic-seekers. 
      The Great King of Evil Ganon, sometimes 
  called Ganondorf, is largely considered a 
  blight upon Hyrule’s past, yet even he has 
  some adherents. There are a few who 
  genuinely respect his need for power, seeing 
  it as a natural force of humanity. These are 
  usually unpopular people in Hyrule, and 
  even rarer in Ganondorf’s homeland of the 
  Gerudo Desert, where the worship of him is 
  punishable by death. Most of his monstrous 
  minions still revere him as a God. 
   
  The Otherworldly 
  Deities 
  Some deities lie outside of the understanding 
  of even their adherents. Some reside not in 
  this plane, but a different one wholly 
  divorced in sense and morality from 
  Hyrule’s. Whatever their form, some deities 
  are simply odd, perplexing, or absolutely 
  insane. 
      The Twili have long worshiped a race of 
  gods simply referred to by them as the 
  Twilight Gods. They are always referred to 
  in the plural, and no distinction is made 
  between them. It is believed that these 
  beings are the true natives of the Twilight 
  Realm, and took to caring for the Twili 
  when their ancestors were banished to that 
  realm. These beings replace the Old Ones 
  for the Warlock’s Patrons. 
      It is often said that in the Hero of Time’s 
  travels he was often aided by the Great 
  Faeries. These beings granted him powerful 
  items and rare magical powers in his quest 
  to defeat Ganon. Often forgotten is the fact 
  that Ganon threatened even the Great 
  Faeries, and that outside of these instances 
  the true motivations of the Faeries could be 
  described as mysterious at best. No one 
  knows the true heart of the Fae, perhaps not 
  even their worshipers. These beings replace 
  the Archfey for the Warlock’s Patrons. 
      The Demons were the first recorded 
  enemy of the people of Hyrule, and it is 
  believed they shall be the last. Demons 
  largely exist within their own, separate 
  dimension from Hyrule, only incarnating 
  within the world in order to strike crooked 
  bargains with foolish mortals and advance 
  their own fiendish desires. While a Demon 
  can be trusted to uphold a contract, they can 
  never be trusted to uphold the spirit of the 
  promise. These beings come in a variety of 
  sizes, shapes, colors, and demeanors, and are 
  often shape shifters as well, demanding 
  extreme caution when dealing with them in 
  any capacity. These beings replace the 
  Fiends for the Warlock’s Patrons. 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/D&D 5E/Zelda 5e/Zelda 5E Player's Guide.pdf