Personality: A sly and cunning woman, always looking for somebody to swindle or force into a purchase. She is a natural risk taker. She does not trust people, and likes to appear mysterious to others. Despite this, she is surprisingly convincing, and is prone to bursts of emotion. She is frugal, understanding money's value and power. She is also kind of a loner, even if she speaks fairly frequently.
Likes
Money
Travel
Booze
Gambling
Dancing
Sweets
Dislikes
Smart people
Poor people
Kokiri
Water
Cuccos
Salty Foods
Background: Yuri has lived a fairly normal life. Even during the Seven Year War, the Deku people were safely hidden in the Lost Wood. Yuri was being groomed to be a proper Merchant, like her father before her, and his father before him. But business was different now. The roads were crowded with monsters and bandits were prominent. Yuri's father insisted on teaching his daughter self defense. He bought her a knife, and taught her how to use it. This proved to be a good idea.
News spread quickly of the Hero's return, even to the hidden Deku people. This brought much joy and hope to the Deku people that they may return to normal trade and ascend from half the population from being in poverty. As the days went by, less monsters crowded the roads, and more trading was done. But eventually, more monsters returned. Quickly after, the Kokiri, who were currently debating another trade disagreement with the Deku, were attacked and slaughtered, the survivors becoming enslaved. The King informed his people that they would begin trade with Ganon, as to entice the gerudo to let them live.
It was about this time Yuri began working in the mercantile business. One day, while she was smuggling goods to the Deku Palace, she encountered a man. He was a poor Hylian, obviously harried and hurt. He told her that, when Ganon had defeated Zelda and Link, the pieces of the Triforce weren't obtained by Ganon, but instead broken and spread across the land. The man looked poor and foolish, so Yuri disregarded him. But soon after, some of Ganon's men came to the Deku capital looking for something. Yuri, always one to make a deal, started accosting the men to make a purchase. Surely, she had what they wanted. Unwittingly, they tipped her off to the existence of the Triforce fragments. Imagine the deal she could make off of that!
She began following the underground trail of rumors and hearsay until she encountered a man. Said man had no money to pay for the ornate, antique bow and arrows he wanted, but was willing to trade some info. The location of a Triforce fragment. Hesitantly, she gave the man the weapon, but as soon as she did, he raced out of the shop. It seemed he bought the bow as a means to obtain the power himself. Yuri too, raced for it. For a day and a night, she rode by horseback to an old ranch where a soldier of Ganon lay in wait. He seemed to not know what he had, and Yuri was just barely able to swindle it out of him, having to give him all of the rupees she had on her. She, of course, got them back with her trusty boomerang as soon as he was far enough away though.
As she held the rock in her hand, it felt as though she was getting smarter every second. Quickly, she squeezed it into her palm and absorbed it. Just in time for the bowman to appear. As soon as they saw each other, he began to nock an arrow from the quiver, killer intent visible in his eye. But somehow, even though Yuri barely ever got into fights, she knew exactly what to do. She dodged his arrows with ease, and managed to strike him down. Though she originally planned to sell the rock to the highest bidder, it may have been a better idea to keep it. For now, she would make her way to Oasis to see how much people would pay for Wisdom as great as this.
Skills:
Merchantry - Like most Dekus, Yuri's main business is, well, business. She knows a deal when she sees it, and knows how to get people to want what she's sellings. She's also savvy of black market deals, and is great at smuggling.
Basic Self Defense - Though Yuri is by no means a good fighter, she does know how to defend herself with her small blade.
Gliding - Yuri has two propeller flowers, and can use deku flowers to launch herself upwards, or glide with them.
Magic:
Magic Bubble - Yuri can shoot a bubble made of magic, like most Dekus.
Gear:
A small blade Yuri keeps concealed in her long robe.
A simply wooden boomerang, able to stun enemies without helmets.
A small chainmail shirt hidden under her merchant's robe.
Weaknesses:
Can't Swim - Due to her Deku physiology, Yuri can't swim.
Inexperienced - Yuri is not properly trained in combat.
Name: ???; "The Knight" Age: Mid-twenties Gender: Male Race: Hylian
Appearance: The Knight(The drawing is my own, please do not steal) once wore bright armor and a tabard bearing the colors and sigil of the Royal Family. There were once a mantle and cape to gracefully done his shoulders, and once a half skirt to make his movements appear smooth and flowing and give an air of regality. Once, he bore a youthful exuberance and a disciplined posture.
Now his armor has been blackened and twisted, cruel spikes rising from the metal on his arms and helm. The cape, mantle, and skirt have been ripped asunder, mail has cracked. Though the plate steel still holds a dull luster, and though the crest of Hyrule is still engraved upon his cuirass, none could ever think this bestial knight, whose gauntlets have turned to claws and who moves with a feral crouch where once he stood proud, to be anything but a monster. The red, unnatural glow from beneath his visor has lost its dignity, and become an ever growing furnace of rage.
Personality: The Knight is ruled by two things: Rage, and the Code of Chivalry. Which one rules at any one moment is a hazardous guess at best.
Devoted to the destruction of Ganon and anything that stems from him, the knight will howl, snarl, and single-mindedly destroy until he reaches his goals. He still knows the meaning of retreat, though it must always be from necessity, never from fear. He lacks true tactical ability, but has a predator's instinct and cunning. Still, he would much rather openly challenge the forces of evil and bathe in their blood than he would slink like a wolf through the shadows. Outside of battle, the Knight often seems a blank canvas. He is still, almost tranquil, though he shivers as if in anticipation...or as if he can barely contain himself. Yet he seems to bring no harm to those he recognizes as allies...still, much like any wild animal, his actions are uncertain and often his purpose cannot be grasped by the rational mind.
Background: Once the Knight was a man born to low nobility, to a line of proud--if not wealthy--warriors. Yet in training he showed both aptitude and zeal, and in time surpassed expectation and potential. A loyal and faithful servant of the crown, he won glory in the tournaments and fame on the field.
Yet all of that, save one last moment, has been forgotten. All of his former life now lies shrouded in shadows, and only the final memory before his transformation remains.
The Battle of Castle Town--the final stepping stone towards Ganondorf's ascent to godhood. The forest boy, in whom the Princess saw a Hero, entered the Temple of Time with three Sacred Treasures. He had accomplished great feats to attain them, and even if he were not the child of destiny already the land was beginning to sing his praises. Perhaps, had things played out differently, he too would have attained knighthood, and they would have fought as allies. Alas; the seal holding the Master Sword was undone. The child had proved his worth, and drawn the ancient blade. He became master of Evil's Bane, yet he was only a boy. And so he was whisked away by magics to a place unknown, and protected. The way to the Golden Realm now lay opened, and its golden, radiant light shone through a portal into a pristine realm.
Into that light, Ganondorf took his last steps as a mortal man. With the Gerudo King's treachery revealed, the Knights of Hyrule were assembled. But Ganondorf's followers were ready to meet them, and the city became a battleground. Though their princess had been seen safely away, Ganondorf had already begun to slay the soldiers as they sought to slow his pursuit. One of the Knight's friends died in a back alley, the last to see the boy in green before he took those fateful steps into the Temple of Time. In the battle that followed, where the knights set out to defend Castle Town as Ganondorf lay seige to it in order to follow the Hero into the Sacred Realm, the dark lord left fire and blood in his wake. He ascended the steps and entered the portal.
The Knight followed. He bled from a dozen wounds, and both sword and shield had shattered. Yet with trembling legs he climbed the stairs, his life's blood dying the velvet carpet a deeper shade. It was too late. From the realm of light, now only shadows poured forth. But Ganondorf still lay beyond. He could not rest until he had destroyed that foul creature. On his honor, on his pride, for the good of the realm, for the sake of the princess...even for the hope of the boy in green. The Knight stepped into the darkness.
Though he had always been a good and just man, in his heart lay the seeds of darkness. This was nothing, in and of itself--such a thing exists in all who tread the mortal coil. It does not define them. Yet those seeds had become coals in a white hot, seething fire called hatred. He hated Ganondorf. He hated the monsters whom had come to the dark one's aid. He hated his own weakness. The Dark World--the former Sacred Realm twisted by Ganondorf, now Ganon, and his influence--seized upon that hatred, that curling tendril of darkness inside him, and pulled it out. His body was torn asunder, then sewn back together. He was twisted, and blackened by the flames of his own fury. Split between his knighthood and beasthood, his new form drove him mad. Still he would not give in; still he desired to find the King of Darkness, and destroy him.
For seven years, he treaded the shadows. For seven years, he fought among a landscape of tangled trees with gnarled faces, upon fallow, cursed soil. He fought with all manner of monsters, who had once been men. He overcame trials and challenges. Yet always, always in the darkness, always in the shadows, groping and crawling and clawing his way forward. Until he found the light.
How had it come to him? How had it passed through this place, uncorrupted? He could not know, or even wonder. All he could do was reach for the light, grasp it, and feel Courage flow into him. It brought with it the scent of the forest, just like the child in green...but also blood, and the unmistakable pang of parting with a dear and treasured friend.
The Knight rose yet again, and with Courage lighting his way, he began to fight his way back along the paths hidden in the shadows...
Skills:
Knight's Training: The Knight is highly efficient in all the standard training regiments of Hyrule's Royal Army. This includes certain special skills such as the Ending Blow.
Weapon Skills: In addition to the standard martial arms trained by the Knights of Hyrule, in his previous life the Knight also practiced with less common weapons such as axes and flails.
Proficient in Armor: The Knight has been trained to run, fight, and even mount a horse while in armor, and his gear is specific to his measurements. It doesn't impede his movement nearly as much as it might another.
Magic: None Yet
Gear:
Plate Armor: Like all true knights, this armor was made specifically to the wearer's measurements and preferences, and despite the myths of "clunky and slow" armor it has as much range of motion as the body inside it. It weighs roughly 25 kilograms, and consists of various plate pieces over thick underclothes, with some chainmail covering the most exposed places. The fittings are of supple leather and adjustable buckles, while other leather bits in the joints are of thicker stuff that can still absorb blows and hold back blades.
Weaknesses:
Madness - The Knight, though he is still guided by what little memories of his former life and his strong spirit that remains, is indeed truly berserk. His behavior, even among allies, is highly unpredictable and he cannot be counted on as anything more than a body on the battlefield.
Inability to Speak - The Knight's mind is so fractured that he cannot form coherent communication, and he must rely on body language and gestures.
Obsession - The Knight will take any opportunity that presents itself to attack Ganon or his forces, regardless of strategic significance. He will only retreat under the threat of death, and even then only to give his wounds the minimal treatment before charging back into the fray.
Cannot Swim - The Knight seems unable to completely remove his armor, and thus sinks like a stone in water.
A quintessential Hylian, Sibela Zheitk is still appears fairly well despite a decade or so of hardening and conditioning by facing the ire of criminals in the streets of Hyrule. The Zheitk dynasty has had its fair share of opportunistic adventurers, hireswords, and village rangers thus making Sibela’s pedigree of a warrior creed not at all out of character. However despite her formidability she is not particularly large (five foot seven). Despite this she does have a refined strength due to her time conditioning and wielding weaponry and basic armor. Sibela is used to wielding weapons and when off-duty does not go far from her blade, even in non-threatening environments; said blade is a well-crafted sword of Hylian make that lacks much for appearance due to her former rank in the Hylian Guard.
Personality:
Perhaps what represents Sibela the most is the tenacity to persevere and be resilient against all that the world throws at her. From surviving in the slums of Castle Town to Ganondorf’s assault on Hyrule Castle to the Kakariko Massacare— Sibela is most definitely resilient. Most people who have survived even a fraction of her experiences have turned out darker, bleaker, and pessimistic individuals but Sibela holds on to her ideals that have made her survive as long as they have; these ideals representing hope, bravery, and determination. But being hopeful and optimistic does not mean Sibela is naïve by any means; she’s witnessed death, misery, hopelessness, and dread; she knows how the world works and the consequences of those who try to survive in the shadow of Ganondorf’s tyranny. So it is with a clear mind she travels, holding on to the courage that allows her to move forward; courage that exists to inspire. The world may be a blackened wasteland, but if you don’t let the world define you perhaps you can push for a better one.
Expanding on Sibela’s optimism lies a cheery, albeit weary smile that exudes a personality of fearlessness, quirk, and kindness. As aforementioned this is a way Sibela can move forward for if she allows the darkness to consume her then she will be nothing and those who depend on her will have no reminder of the world as it once was. It is, that in actuality, Sibela’s whole reason for giving a pseudo-façade for people to witness— the world you knew and the world you deserve is not dead as long as you are alive. Sibela cannot believe her brothers are dead, nor that Ganondorf is undefeatable. She refuses that belief and will fight anyone who dares to suggest it.
Background:
Sibela grew up in the slums of Hyrule’s capital, her father falling into poverty soon after the death of his wife and the birth of Sibela’s twin siblings, Rokon and Dozal. However, the children of Turuk would soon find themselves in peril as their father looked to a man named Mozas for help. Mozas was a shifty merchant who allowed loans in exchange for favors and debt, but in the slums of the capital there was hardly many opportunities. Mozas told Turuk he had six cycles of a year to pay him back, but when the time came up and all of the income earned back (and ready to be exchanged) was stolen Mozas was not pleased and told his men to clean up his loose end—a fate Turuk knew would be coming as he sent his children to hide as enforcers came upon him in an alleyway of the slums as his children were hidden nearby. The end result was tragic and Sibela and her brothers would never forget.
With her father losing their life to Mozas and his “kindness”, it left Sibela and her two siblings alone and distraught within the slums of Hyrule’s capital. The hate burning within the thirteen year old girl was strong and it was with that strength that she dedicated herself to keeping her family alive by any means that were not relying on the merchant and con man who had ruined their lives. Though the difficult of such a task was hardly easy and the challenge changed throughout ever day thereon as it seemed she would be doomed to the life of a street urchin. There were days where she wanted to end it all and wallow in the shadows of the Hyrule cemetery— to take the sword of her ancestors and kill herself as well as what remained of her family before the gods in an act of desperate hopelessness. Her father’s stories about heroism, prevailing against the darkness, and the mythic tales of the hero of Hyrule himself kept Sibela from not committing such a thing and in the coming years she would come to be glad for it.
In the following weeks, Sibela would find her destiny changed as she picked the pockets of an off-duty guardsman named Ukal who chased the young Hylian straight back to her den where her brothers found themselves starving and in ill shape. Assuming Ukal was going to take back his food and coin from his rucksack she had there in an instant instinctively retrieved the sword she had kept hiding nearby in case she would ever need to use it. Ukal was decidedly amused, but enraged as well—but he was not angered by Sibela, but rather the circumstances where these children would need to do such a thing. It was there he adopted the children before him and began his odd mentorship of Sibela herself. It was here not too long after Sibela had considered ending their lives that they found their hope and a new home to live in, it nearly broke the young girl’s emotions flat.
Ukal saw great promise in the child who wielded a sword to protect herself and others with no hesitation, and knew great things would come out of her if he could guide her. This would in part begin Sibela’s training to become a guardsman in the shadow of this mentor that Ukal would become—though it would be several years before she would join the ranks of that aforementioned guard. Her soon-to-be mentor’s training was admittedly fierce and unforgiving, but she knew that if she could survive her father’s death at the hands of a vicious murderer then she could power through this and perhaps bring Mozas to justice much like Ukal brought other motley criminals to justice every day. Sibela never complained about it, her eyes on the end goal of bringing her nemesis to justice and her father’s death avenged.
Several years later, Sibela found herself recruited to be a member of the town guard of the capital. Within the early years within the guard she found her training by Ukal had prepared her far greater than others of her equivalent age who had only been taught the basics by the required training courses. Sibela’s drive for justice given to her from her childhood earned her a rigid reputation from the younger recruits who were more loose and playful, who had only joined the guard for the income that it provided (even if said income was not too grandiose); said rigid reputation was shot back with ire by the female Hylian who found her youthful comrades as “lazy” and “lacking purpose and drive”. In the early years of her role as a guard she found herself investigating Mozas himself, which had become a decrepit old man who had nearly lost all of what he had only a decade and a half earlier; an appearance that made Sibela nearly amused with pity. It wasn’t an easy job and turning Mozas in helped a bit of her pain, though his former partners in crime were still out there and the ones that played a part in her father’s death and ruin would be ones she would spend a near decade bringing down.
Time had passed, and her mentor had retired— her brothers were adults now, fashioning into careers of their own (Rokon had become an adventurer like his grandfather and Dozal had become a hiresword for a reputable guild) and much of the justice that she had vowed to bring had been brought. Mozas sat in a Hylian stockade and much of his accomplices had fallen into a similar fate, disappeared, or died resisting arrest. Life had pretty much settled and was as good as it could be— until the whole world went up in flames. The world was in peril at the hands of Ganondorf once again as prophesied. Sibela was twenty years old when she led a defense of the people of Castle Town before she was forced to retreat— a fact she was rather disappointed with in the end result. She had trained herself to help others since she was taken in and here she was unable to do anything significant in helping the realm.
She was as helpless as she had been when her father was murdered.
But she pushed on— with communication cut off from her siblings she hoped that they themselves would not get ensnared by Ganondorf’s forces, though the thought of them being dead plagued her nightmares frequently as she like many other Hylian’s regrouped in Kakariko Village; and for as long as it took she reinforced the village as best as she could as a volunteer. Her tutelage as a member of the Town Guard of Castle Town gaining her renown and influence despite being comparatively so young to others who did the same. But Kakariko Village needed all the heroes it could take as they were sure that Ganondorf’s moblin army would soon be at their doorsteps. When Kakariko’s time came, Sibela instead of standing firm once again fled but this time it was not her choice but rather an order directly from Impa herself. Seeing the dire situation and utilizing Sibela’s sense of duty, Impa told the blonde-haired Hylian to evacuate who she could and fight for another day. Despite feeling like a doomed coward, Sibela pressed on and avoided an untimely death at the Kakariko Massacare.
Ending up in Oasis, Sibela attempted to find her center— opting out of repeating her mistakes and joining the Resistance’s makeshift Guard. Trying to look optimistically towards the future and the fight against Ganondorf she began exploring after setting up her new home in Oasis. In addition to needing to find purpose in her existence again she needed to know both of her brother’s fate. So she began revisiting their last known locations, gathering clues and contacts out in what was left of civilization beyond Oasis. Retracing Rokon’s steps to a ruined temple she didn’t find what she was looking for; but something had found her. A Fragment of Courage; a piece of the legendary triforce that had been shattered before it vanished. What did this mean? What was this destiny?
She was honored… scared… but honored.
Sibela pushes forward with a heightened sense of purpose— not only will she find her brothers and learn of their fate, but she would stop Ganondorf. The god’s had deemed her worthy.
Skills:
Streetwise: At thirteen years of age, Sibela had to survive in the slums of Castle Town following the death of her father and her subsequent homelessness. In addition to taking care of herself she also took care of her younger brothers which required her to steal enough food and water to survive consistently for several weeks until she was adopted by a Hylian guard by the name of Mozas. Whilst her sense of survival skills in this manner are admittedly ones she doesn’t call on often— they do exist as optionable skills.
Hylian Guard: Trained by Mozas and conditioned by her peers since the age of fifteen, Sibela has all of the knowledge and skills appropriate for a guardsman. In addition to familiarity of the sword, shield, and fist she is adept in knowing Castle Town in all of its functions. Although her knowledge of former criminal factions is irrelevant in the present, if she ever would return to Castle Town she would know all of the subtle passageways and entry points including alleys, sewers, and so forth.
Adventurer: Following the path of her brother, Rokon, as well as her ancestors Sibela is a lightly seasoned adventurer and whilst she is no expert of temple traps, creatures, and maps she is competent enough not to get killed outright in a temple or ruin.
Magic:
N/A
Gear:
Requiem: The weapon most comfortable in Sibela’s hands and also qualifies as a dynastic heirloom that her grandfather had used during his adventures within the realm. Requiem is a Hylian Long Sword pressed in steel and faded with the colors of the kingdom—the royal blue and gold being hardly vibrant to the eye due to age and worn nature of the hilt. Requiem is meant to be wielded alongside a shield, though her grandfather used it with two hands. Despite the national colors, there is nothing regal about the sword itself and only the most foolish lowborn man or woman would assume otherwise.
Hylian Shield: Not an expected weapon, Sibela’s former mentor trained her to use it like one as the unexpected utility of an item can lead to saving one’s life in tricky situations. The dexterity and strength wielded by her training and experience has led her to be adaptable and confident in many scenarios where she could’ve found herself in perilous danger.
Cloak: Protects Sibela from harsh weather, cold temperature, and serves as a makeshift blanket when needed.
Knife & Canteen: Attached to her belt is a canteen of water and a knife for quick defense or utility.
Rucksack: Carries individual supplies and equipment that can’t be attached directly to her belt. Said supplies included include small supply of food rations, a sleeping roll for comfort in the field, and a sharpening tool for blades.
Weaknesses:
Psyche: Sibela has a lot of weights and flaws on her shoulders despite being a well-seasoned and trained swordsman. Whilst she exudes a bright and optimistic personality there is a darkness that dwells within her to succumb to the harsh and unforgiving world— to admit that her brothers are dead and the relentless onslaught of Ganondorf will consume all. In many ways this constantly assaults Sibela in her thoughts and through her nightmares thus attacking her psyche one bit at a time. It is hard to believe that Sibela could give in to hopelessness, but the possibility is there and she knows it well despite her attempts to outwardly ignore it.
Limited Experience: Sibela did not leave Castle Town until Ganondorf revealed his intentions and changed the world for the worse— and due to this Sibela lacks real experience with ruins, temples, geographic areas beyond Kakariko Village, Hyrule Castle, and Castle Town. She will need a veteran dungeon crawler or ranger to really make sense of things beyond her depth.
Limited Skillset: Sibela knows how to use a sword, knife, and shield. She has elementary knowledge of archery at best and is hardly a thief (though she is halfway competent at stealth), ranger, or magic user. What Sibela knows she knows very well and what she doesn’t she is generally ignorant of.
Name: Cricket Age: 24 Gender: Male Race: Sheikah (Sheikiri?)
Appearance:
Cricket is of average height and lean, with thick white hair, tawny skin, and wiry muscle. His eyes are his most striking feature, red and very expressive, with three triangles tattooed above and a teardrop tattooed below his left eye. His style of dress is distinctive, combining elements of Kokiri and Sheikah attire, mostly colored black with an extra scarf-like bit around his neck that acts as a half mask when necessary. Cricket’s ears are pierced in three places each with small, simple gold rings. A brown hooded coat covers most everything. This is good because he is generally covered with kunai daggers, and two particularly large and nasty blades: Sheikah kodachi. The last two are worn openly. He carries a simple, utilitarian backpack that looks like it is made of tree bark.
Personality:
In contrast to the reputation of his people, Cricket is warm and friendly, and just a bit of a showoff. When he’s on the clock, however, he’s all business and no emotion. This has caused people to wonder if he has a split personality, and this is exacerbated by his lack of speech. He adores music, either performing or listening to it.
Background:
Leave it to the Sheikah to have a Plan B. Kakariko was destroyed, but not everyone was present for the massacre. There was an Outpost, hidden carefully in the Kokiri Forest with the permission of the Great Deku Tree. It had been around for a long time, its existence kept secret from any non-Sheikah. The Kokiri in the area were aware of the presence of Sheikah elsewhere in their forest, but the exact location of the Outpost was still unknown. Cricket was born into the clan of Sheikah that ran this outpost.
The two peoples, Sheikah and Kokiri, were more than a little wary of each other at first, but over time they came to be allies. The Kokiri helped them adapt to the ways of the forest and attune their skills to their new environment, and in return the Sheikah very quietly helped defend their patch of earth and trees. As time passed, the cultures diffused, resulting in a more forest-running and musical clan of Sheikah, skilled in the use of Kokiri tools in addition to their own.
But back to Cricket: His clan was part of a networking hub, running goods, people, weapons, supplies, and most importantly, information. News of the various occurrences reached him because he was part of the clan spreading it. A few of the Sheikah survivors took to the Kokiri Outpost, as it was an unknown location from which they could regroup. From the point of Hero’s Fall onward, the Sheikah of the Outpost dedicated themselves to training for war. Cricket was barely before adulthood when all of this mess started, and he dedicated himself to his training (Sheikah and Kokiri, both) with rigorous zeal.
Eventually, as the enslaved Kokiri began deforesting the land, a portion of the clan was sent away, so that their lore would survive if the Outpost were ever found. Cricket was among those chosen to do so.
The seemingly mute Sheikah found his piece of the Triforce just prior to leaving his home. It was a routine trip into the woods, to hunt and forage for food for the first leg of the journey. Dusk was fast approaching, and an angelic blue light in the distance drew him. Cricket found himself staring into the pale light of a crystal shard, listening to a voice he couldn’t quite understand, but instinctively recognized as Nayru, Goddess of Wisdom. The light swelled in intensity and the crystal disappeared, it and the voice becoming part of him.
Cricket felt fundamentally changed, but still fiercely himself. From time to time, he will get little feelings of certainty, as he makes connections that others miss. Hunches, if you will. Cricket has come to trust these frequent flashes of intuition. His first one motivated him toward Oasis.
Skills: Extensive Stealth Training – Sheikah Rule #1: Don’t be seen, don’t be heard.
Agility Monster – Fast, dexterous lunatic, Cricket is an accomplished acrobat, juggler, and is a devilish little bugger with sleight of hand.
Musically Adept – Plays several instruments proficiently, particularly his fiddle. Reads music and can genuinely feel emotion from the notes.
Intrusion Expert - He’s finding a way in. Locks, traps, dogs, walls, no problem.
Combat Proficiency - Extensively trained in the use of Sheikah weaponry and tactics, though Cricket is most proficient with short blades and thrown items. He has good experience with unarmed fighting and Kokiri tools, and has even taken an interest in Gerudo techniques.
Multi-lingual - Familiar with Sheikah, Hylian, Ancient Hylian, and Sheikah hand signs. Good luck getting him to translate for you, though.
Magic:
He summons, and seems to be able to communicate with on a rudimentary level, small chirping insects. There may be more, but his ability to use magic is largely untested.
Gear:
Kodachi (2), Kunai (12), Deku Nuts (20), Bomb Bag (12) Deku Stick, Finely crafted fiddle (in case), Some rations (basic), large blanket, pen, ink, and papers in a scroll case Thin, strong cordage (50 ft) Firestarters Various lockpicks, files, and skeleton keys Backpack
Rupees, 50
Weaknesses:
Mute – Cricket cannot or does not speak, for reasons unknown by most outside of his clan.
Race – Sheikah are distrusted by many, and he cannot hide his appearance short of magic.
For some odd reason, crickets seem to like him. He will often walk out into a clearing in the dead of night, sit down, and play short chirps rhythmically on his fiddle. A truly remarkable chorus of the little guys respond, creating an awe-inspiring nocturnal symphony. He is rarely without one or two on him, who appear to know when he needs to be quiet. They seem to take care of themselves. It is unknown why this phenomenon occurs, or if he has some kind of unconscious control over them. Regardless of why, it has served no actual practical purpose thusfar, aside from being fairly impressive and a little creepy. It earned him his public name. His birth name revealed only to his clan, maybe a trusted few.
Cricket doesn’t speak, communicating with hand gestures, facial expressions, and occasionally his music. He is multi-lingual, being familiar with Sheikah, Hylian, Ancient Hylian, and Sheikah hand signs. Good luck getting him to translate for you, though.
Prefers to sleep in trees, rafters, or other high places when possible.
"Shadows", by Lindsey Stirling. I try to imagine the percussion done by rhythmically chirping crickets.
Personality: A bit of a scatter brain, Etzo can often leave others in the dust as he jumps from topic to topic, often seeming to have little connection from one to the next. While he can easily lose track of what someone is trying to talk to him about, he rarely seems bothered by this, an easy smile on his face. Many people initially believe him to be an airhead, though he usually is simply distracted by a whirlwind of ideas that race through his mind. However, when brewing, researching, or raining chemicals and bombs on the enemy, Etzo takes on a rather manic manner, the normally easy going Alchemist going a mile a minute.
Background: Etzo had always believed he would live a shut in life, having been born in Kakariko village, growing up there, and finally becoming apprenticed to the potion brewer who live there . Days passed as he spent his time alternating between stocking the shelves and constantly surrounding himself in massive piles of books and failed experiments.
He found little changed to his daily life as Ganondorf waged his war, the only divergence being an increase in his time making supplies for his mentor as the refugees seemed to flood the town. While he was aware that the war continued beyond his village, as long as it didn't interrupt his research he could care less. Leave the heroics to the adventurers.
Unfortunately he had little choice in the matter, fate deeming he join the fray regardless of wether he wished it or not. Shortly after tell of the Hero and Zelda's fall, a simpe task of gathering mushrooms for brewing from the village's cemetery changed the young rookie alchemists path, finding a strange golden fragment laying in the soft earth of the grave of The Composer Brothers. Seemingly as soon as he touched it, the Fragment of Wisdom merged with Etzo, and suddenly the charts and graphs listing his many failed concoctions made him almost laugh. So many a night spent toiling, and now the answers seemed so embarrasingly simple. The next few days seemed to blur, the doors to his home shut to all as strange lights and smells eked out of the houses shutters and chimney.
It was only as the door to his Home began to crack did he hear the screams as the first wave of Gannondorf's forces by sheer strength a town that had stood for 7 years in the face of the growing tyrant. His body seemed to move of its own accord, mixing chemicals as quicker than the moblins soilders could break the door.
Finally as they brought the door down, they found a scrawny Hylian with a manic gaze staring down the pig like creatures. Drinking a glowing yellow liquid he couldn't remeber making, time suddenly slowed to a crawl as he watched the moblins gather themselves and continue into the house. Ducking behind one of the many massive iron pots for brewing he had, Etzo tossed a pair of bubbling vials towards the group, closing his eyes and covering his ears in preperation. After a cacophony of sound and light emitted from the home, a few moments passed before the manic brewer stepped out, the tail of his robes smoking and charred.
While most of that night after is a blurred mix of screaming, burning and explosions; some his and others from diffrent sources, the last thing he remebers is finding himself being loaded into a cart by leaving the village, one of the last to leave for Oasis.
Since arriving at the Resistance, Etzo has found it quite easy to make himself useful, sending cauldrons of healing and magic potions with the troops as they skirmish with Gannondorf's troops. His housing has since been separated slightly from most other residences, in order to avoid collateral damage. He can either be found taking down a list for needed supplies, tinkering with the next Revelation for the Revolution, or down at the bars getting wasted.
Skills:
-Archery: While he'd rather be chucking bombs, Etzo is a decent hand at throwing bolts at the enemies, having taken a few runs at the archery courses the women of the Gerudo tribe have set up since moving to Oasis.
-Healthcare: In an effort to avoid wasting resources, Etzo has some basic treatment skills, able to handle most non-life threating wounds on the field.
-Knowledge of Fauna and Flora: Research into the various uses of plants and animals for brewing purposes has at least in theory made him familiar with most of the denizens of Hyrule.
Magic:
-Alchemy: From his training back in Kakariko village, Etzo has a handy grasp on the chemistry behind simple healing potions, as well as magic potions for those that can make use of them. Aside from the old favorites, he is constant finding new effects to try out on the troops.
Aside from potions, he is well versed in putting together various explosives, lately becoming something of a demolitions expert during the war. He believes he could even make elemental explosions, though a lack of resources has made this only theory for the moment.
Gear:
-Bandolier: Leather strap across his chest holds a myriad of concoctions, all labeled in chicken scratch than few besides himself can discern.
-Portable Alchemy Kit: While he won't be making any miracle concoctions out in the the field, Etzo can throw together a decent healing salve with the right supplies, or a simple bomb if need be.
-Empty Bottles: For all your potion holding needs, also good for holding interesting specimen found in the field. Rumor says with enough skill, one could use them to turn evils own power against them.
-Large Bomb Bag: Where else is an alchemist supposed to keep his explosives.
-Heavy Crossbow: fitted to fire bolts in most cases, Etzo has designed a launching mechanism to send various concoctions at enemies. It's quiver holds about 20-25 bolts.
-Light Armor:While in battle Etzo fits himself an under layer of hardened sectioned leather, mostly focused in vital areas such as the chest and other areas.
-Backpack: Large pack made to safely hold all the various materials an alchemist on the go.
-100ft of Rope: What can't you use rope for.
-Wallet: For when you get tired of showing off your Rupees.
Weaknesses:
-Lack of Martial Training: While Etzo understands the theory of many martial skills, he'd had little training in these regards. While he can buff himself up with various concoctions, this is only a temporary and risky alternative to actual training.
-Absent Minded: The constant rush of theorys and fascination with new things makes Etzo rather open to suprises, often when not on gaurd rarely aware of people until they have made themselves apparent...multiple times.
-Low Alcohol Tolerance: Etzo is something of a light weight when it comes to drinking, which wouldn't be a problem, except if he isn't brewing, doing research, or within throwing range of a battle, he's more than likely at the nearest pub.
Personality: A cocky young Zora woman, out to see everything the world has to offer. With the soul of a hero, she always tries to do the right thing, but is easily lured by rumour and somewhat overconfident.
Background: Raised in Zora's Domain, Dia always loved stories of excitement and adventure. In a way, these saved her life, as when Zora's domain was frozen by Ganondorf, Dia was away on what she considered a mighty quest to dispatch octorocks. With her home filled with nothing but danger, Dia left Hyrule, taking up the life of a wandering explorer and adventurer.
Years later, Dia heard rumour that the Hero of Light had risen up to destroy Ganondorf and free Hyrule. Dia returned home, but by the time she arrived, Link had been defeated.
Crestfallen, Dia sat at the bottom of the river until a golden spark being carried by the current caught her eye. Picking it up, she felt emboldened and came to a realization. The Hero may have failed, but as long as there were people willing to stand up and fight for what is right, then Good was still alive.
Still carrying the shard of Courage, though ignorant of it's true nature, Dia set off for Oasis, to join the resistance.
Skills: Like all Zora, Dia is an excellent swimmer and can breathe underwater or on land. She has trained herself to be athletic and acrobatic, capable of moving quickly, dodging, jumping and climbing with ease. She is also used to surviving in the wilderness, fishing for food or gathering edible plants.
Magic: Bio-electricity - Dia can generate lightning energy from her body. As well as tossing ball-lightning or charging unarmed melee attacks, she has practiced long and hard to generate bio-magnetism as well. She can grapple metal objects with an energy-lash and deflect incoming attacks with metal weapons.
Gear: Dia is lightly equipped - Zora typically eschew carrying too much, as it causes drag underwater. She typically doesn't carry much more than a small knife, a few days worth of provisions, her rupee purse and some simple jewelry, to act as foci for her magic.
Weaknesses: Built for speed, not strength or toughness Dependent on magic energy Weak to heat/fire
Personality: A focused individual whose mind's sharpness is only rivaled by his blade. Despite the way he handles himself, and being a man of action, he is quite the scholar and thinker, even in the heat of battle, which gives him an advantage over particular foes. He enjoys both the arts and history, and has some knowledge of ancient languages, but is no expert on them. Unlike most of his knight colleagues back at home, he took to scholarly pursuits just as often as he took to martial pursuits, making him a well-rounded warrior. He despises cowardice, but values knowing when to retreat, he rarely wishes to get involved with matters that do not pertain to him, but if it is something he cannot stand, or if he just happens to feel like it on a whim, he may engage.
Background: A knight in service of the current queen ruling in Labrynna, he was from a family of knights and was raised as such. Labrynna was in a time of peace, but for eight years it began to suffer increased monster attacks, which urged his training on more. Eventually he would finally be knighted, and led many defenses against monsters since then. He has traveled far in the name of Labrynna's royalty for years, until he would find that envoys sent to Hyrule were not returning. They normally did trade with the sister country far beyond, but for years they found those roads dead silent, and filled with monsters. Armed escorts were not enough, this wasn't a simple monster outbreak.
Finally, the queen sent Sigurd to investigate, along with a small retinue of knights to accompany him. On the road to Hyrule they were attacked relentlessly by monsters, but finally reached Hyrule after a few days. It was then they learned that the kingdom had fallen. When they investigated, they had found that a place called the "Oasis" was a final bastion for this place, and so he and the knights made their way there.
They encountered what appeared to be a Sheikah patrol, who would lead the group to the Oasis. After a brief visit and inquiry, the knights had learned what had happened to Hyrule, and would set out the following morning to inform their queen.
On their way home however, Darknuts and Stalfos blocked their way, and many of the knights were killed, all but two, Sigurd himself, and one of his colleagues, who he would cover the way for, sending his colleague away to inform the queen while he bought time for his escape, as he was the only one among the two who could possibly hold this force off on their own. After a gruelling battle, and overexpending his magical capacities would damage them and ensure he cannot use magic for a good amount of time, he was on his last legs. When all hope seemed lost, a golden speck of light entered his view, and lowered itself on his open hand... A tiny golden shard...? He knew not what it was, but suddenly he could see the way the knights moved. It did not give him strength, but it gave him the means to efficiently use what little he had left, and with it, he would defeat the monster force. He would collapse there, until a Sheikah patrol would find him and bring him back to Oasis where he would recover.
Upon recovery he set out to find out what this little golden shard that granted him salvation was, and perhaps they were some kind of key to upturning the ruination of this land. Unfortunately, his magical capacity was weak, having been damaged after being overused, but he felt them slowly recover. He heard of what these things were... The Triforce. A legendary artifact, even some scriptures in Labrynna would reference it. For him to come across a piece of it... There must be some duty that the goddesses had entrusted to him.
Skills:
Master Swordsman: Even before taking his oath as a knight, he was a skilled swordsman, wielding a giant two handed blade with incredible skill and speed. He uses the weight of the weapon to keep himself moving while attacking, lending him to large sweeping spinning strikes, but at the same time allows him to move quickly.
Martial Prowess: Despite the way he uses his weapon, he has incredible strength, letting him do decent damage with mere punches, kicks and grapples.
Labrynna Knight: His training as a knight of Labrynna has allowed him to move effectively in his armor, as well as taught him the use of shields, even though he rarely uses them.
Scouting: Basic military requirement was he learn to scout. This allows him to spot incoming threats or identify objects or people from further away.
Tactician: He has knowledge of warfare, mostly from books, though it is largely untested.
Commander: As a head knight, he has experience in leading men.
Arcane Warrior: Sigurd has a pursuit of weapon magic, which allows him to imbue the weapons he wields with magical properties for devastating attacks, or a simple buff.
Magic:
Dragon Spin Attack: The spin attack has been a powerful sword art for generations, and people who could not master the original that the Hylian Knights use, would go on to make a version that they could use. This is Sigurd's, a sweeping spin attack with jumps and travels across the battlefield like an acrobatic dance. This attack uses an absurd amount of his energy though.
Gear:
Labrynna Greatsword: A gigantic blade made specifically for Sigurd, it has the Ages insignia on it.
Labrynna Knight Elite Armor: An ornate armor with a slim design. It uses a plated mesh in place of chainmail in some areas, and has the blue cloak symbolic of Labrynna. Classed as a medium armor, but the plated mesh gives it better protection than chainmail, but worse than plate, while maintaining the lightness of a medium armor.
Weaknesses: Sigurd wields incredible destructive power, the combination of any of his War Magic and Dragon Spin Attack can swiftly dispatch of groups of even powerful foes in moments, but it leaves him open to attack should it not succeed. Generally wielding the two handed blade makes his attacks slow yet far reaching, someone who can get inside his range with a faster weapon would have better luck fighting him. At the moment he's unable to use magic effectively, but at his full strength he is a force to be reckoned with.
She has darker skin than the image depicts however, and the fur-lined pieces of clothing are actually light armor. In addition, she often wears a cloak or the like for more cover, even if she keeps it open from the front. I'll see if I can find (or draw) a better image later, but for now this should suffice.
Personality: Nadijah is first and foremost a warrior of her tribe, dutybound to protecting her land and people come what may. From a very early age, she's been taught how a proper warrior should fight and act; aggressively but craftily, and she follows those teachings to a T -- most of the time. See, while she would very much like to be like Nabooru and some of the more seasoned Gerudo warriors, she is still relatively young, and that does mean that sometimes, she lets her emotions cloud her judgement.
She's a very curious individual for one, prone to trying to find out new things and sometimes getting carried away by an almost child-like excitement in the face of new things. However, at the same time, she's also rather crude and blunt, never having learnt the importance of manners. As such, if something interests her, she doesn't hesitate to go and touch it, even grabbing it from someone's hand if need be. Similarly, when faced with a foreign race, she isn't afraid to get into people's faces or poke and prod at them to try and figure out how they work.
Rude and intrusive questions aren't uncommon, and neither is her sticking her nose into places it doesn't belong. And she doesn't take kindly if someone tries to stop her or points it out to her. She doesn't want to admit to being so fascinated by these strangers that she openly distrusts; she just is, the same way she would be fascinated to see a new kind of an animal or a plant. Part of her is very excited to finally get to travel outside the Gerudo Valley with an actual purpose as well, seeing it as a great opportunity to see and experience new things - after she's killed Ganondorf.
It might be needless to say, but Nadijah is rather easily irritable, and most definitely hot-headed when it comes to certain topics. Her first answer to many things is violence if she can at all get away with it, and she has a lot to learn when it comes to friendship or the like. All she knows is how to be combat partners.
Background: Having been born and raised within the confines of the Gerudo Valley and the desert that surrounded it, Nadijah wasn't particularly touched by the woes of the world outside. For the longest time her biggest problems centered around training herself to become the best warrior she could be and figuring out how to navigate through the desert before dehydration or a heatstroke could claim her. Having always been somewhat of a hot-head and possessing quite a large amount of ambition, Nadijah enjoyed both endeavors immensely and spent most of her childhood fully absorbed in her duties. She didn't play with the other kids even when they were given the opportunity to; rather, she preferred to spend her free time stabbing at everything that moved in the desert in an attempt to better her aim and strength. If you asked her, it was more fun, anyway.
Like most Gerudo, Nadijah had no idea who her father was and whether he was even alive anymore - and she didn't particularly think to ever want to find out; she never saw men around, so she didn't really think about them. She knew their king was one - the only one she'd seen - but that was it. In a similar vein, she never did think about the possibility of other races existing beyond the desert, particularly when most of her time was spent in the training grounds, near the temple and the many desert posts, all places where strangers rarely dared set foot to. If the harsh weather conditions didn't stop them, then the fear of the Gerudo women did.
Of course, her ignorance of the outside world couldn't last. Against the odds, there were a few outsiders who did make it to either the desert or the fortress, whether they were looking for an adventure or seeking the company of the Gerudo, got lost or were being brought there by some of the adults of the tribe for a very particular purpose. The reasons hardly mattered. What mattered was that eventually, Nadijah was exposed to creatures very unlike her; creatures with far paler features and different physique, creatures that, according to the elder Gerudos she asked from, were called Hylians. Hylian men, even. They were the exact opposite of her. So the world had creatures like this, too...
Now, Nadijah was always a curious child. And while her preferred method of finding stuff out was to stab first and check what remained later, she couldn't exactly do that this time around (not for a lack of trying, though). So, instead, she started to ask things: who are they, where are they coming from, why do they exist? It was then that she learnt of a Hylian man called "Link" as well, said to be a hero of some sort. She was told, although only in passing, that there actually were lands beyond the desert - but that she should never venture there, particularly not when she was still but a kid in their eyes. It was too dangerous. They didn't need a thing from the outsiders.
Nadijah was conflicted. Part of her truly wanted to learn more about the world beyond the valley, yet she also felt incredibly duty-bound to her tribe and could never imagine abandoning them. As such, she stayed, but made sure to try and stalk every single stranger that entered the desert for as long as she could. Meanwhile, the Seven Year War came and went, with the valley staying mostly unaffected by its rage. The Kakariko Massacre was but a passing rumour, brought to the Gerudo by some of the men they brought in, but it wasn't anything they felt sympathetic for. It wasn't their business. No, it was only when the word of the Hero's demise reached the ears of the Gerudo that they, too, started to feel danger approaching.
And it soon turned out that the danger held a name; Ganondorf. Their former king, now turned to evil.
They lost Nabooru to evil as well. Their strong, beloved leader had fallen under the control of the enemy - an enemy that also used to be their leader - and yet the tribe had little time to spend mourning; they were soon met with an army to fight - and they did. Boy, they did. Nadijah was there in the front lines, hacking and slashing away at the foreign intruders that dared try and disturb their peace. Having always looked up to Nabooru, she was furious over seeing her leading the enemies, hellbent on exacting her revenge on every single soldier that dared cross her path. It was a bloody battle, but the Gerudo emerged victorious. Nadijah was badly injured in the battle, forced to be bedridden for months and receivings cars she still dons to this day.
Of course, the turmoil caused by the evil king didn't end there. After the word that Gerudo valley managed to withstand the attempted invasion spread, many survivors from other parts of Hyrule sought sanctuary there. And so, the Oasis was built while Nadijah was still resting from the war prior. And once she was back on her feet, she was once again conflicted. Suddenly, the Oasis - that was part of her people's land - was overrun by strangers, people who she couldn't trust. How could she know that they weren't seeking to take over her lands, or indeed, spy for the evil king? Ganondorf had changed when he'd left the Gerudo community. What if the outside world had done it to him? No, she couldn't trust anyone but her own.
As such, despite her curiosity, Nadijah refused to set foot in the Oasis for the longest time out of stubbornness, somehow feeling that her presence would mean she was on the side of those who called the place their home. Mingling with those strangers wouldn't do her any good. She needed to train on her own instead.
That was, until one night on patrol in the desert, a glow caught her eye. Interest piqued, she followed the glow across the sands, determined to find out what it was - only to find herself staring down at a shard of some sort right at the edge of the Oasis. Slowly, she bent to touch it -- and immediately, she felt a rush of something wash over her. It was vigor and it was warmth, and she couldn't help but gasp at the intensity of it.
Nadijah believed in spirits and the Goddesses, and seeing as how she'd found the shard so close to the Oasis... she believed it simply had to be a sign. Follow your instincts, let your curiosity lead you. Learn. Fight. Be brave. Maybe, just maybe it would be okay to go and see what the Oasis was about... just once. Or twice. But that didn't mean she trusted the people inside, though!
And so, she entered the Oasis.
Skills:
Stealth / assassination: While the Gerudo aren't as ninja-like as the Sheikah, they are quite adept at moving silently and striking their enemy from behind as well, provided that it's more effective than direct combat. She's also a very good shot with an arrow, be it from horseback or otherwise.
Combat experience / adaptability: Nadijah has been fighting in some form ever since she was young, and so despite her young age, she has experience with quite a few different weapons, tactics and combat styles that she can utilize depending on the situation, making her a very adaptable and unpredictable fighter.
Speed: Nadijah is fast, in movement, in a swordfight and in firing an arrow. She has excellent footwork, and can dodge hits easier than many. She has to, too, considering her lack of armour (more on that later).
Magic: Nadijah can enhance her blade or arrows with fire, providing them with an extra layer of effectiveness in combat. However this magic is not tied only to her magical stamina, but also to her mood. If she's content, she's simply unable to produce said flames - she has to be angry or at the very least irritated for them to work.
Gear:
Twin scimitars A knife for emergencies, hidden underneath her cloak Bow and arrows
Weaknesses:
Lack of armor: Nadijah, like most Gerudo, place importance on mobility over heavy armor, and while that gives her an added boost to her speed and flexibility, it also means that she's simply not as well protected as some others.
Inability to withstand cold: Just what it says on the tin. She hasn't experienced it, she doesn't know how to deal with it.
Overwhelming curiosity: She's curious, it's true, and sometimes this manifests itself as certain recklessness when she wanders off to examine something new and curious that caught her attention. And while poking her nose into places that are none of her business is admittedly good sometimes (hey, it gets her information, if nothing else!) it can also prove to be even dangerous at times. She's aware of this and does try to reel herself back, however.
Hotheadedness: While Nadijah is an experienced warrior and can separate her feelings from her duty most of the time, there are still instances when her temper can take over and cloud her judgement, particularly if her tribe, home or friends (were she make any) are concerned. What this means in practice is that sometimes, she's liable to just charge ahead without thinking when she's boiling.
Teamwork: Nadijah is an amazing team player, really! ... Provided that she gets to work with her fellow Gerudos. Everyone else? Not so much. She is willing to try if need be, though.