Work in Progress The Legend of Zelda: The White Triforce https://www.youtube.com/watch?v=U_cAAL7S6ZI [i]There are many legends of which the people speak… Before time began, before spirits and life existed… Three golden goddesses descended upon the chaos that was Hyrule… Din, the goddess of power… Nayru, the goddess of wisdom… Farore, the goddess of courage… Din… With her strong flaming arms, she cultivated the land and created the red earth… Nayru… Poured her wisdom onto the eath and gave the spirit of law to the world… Farore… With her rich soul, produced all life forms who would uphold the law… The three great goddesses, their labors completed, departed for the heavens. And golden sacred triangles remained at the point where the goddesses left the world. Since then, the sacred triangles have become the basis of our world’s providence. And the resting place of the triangles has become the Sacred Realm. Time passed, and the world grew restless. Those who would use the sacred triangles for their own ends became jealous, suspicious, and malicious. Blood was drawn and the people fell into madness and war. The goddesses commanded their servants to intervene-and intervene they did. The tribes were separated and sent across the corners of the world. The Sacred Realm was sealed. Ages passed again, and history was forgotten. Those who would use the power of the gods arose again. The goddesses, not wishing to destroy the world again, set out to solve this crisis in a gentler manner; and so the Hero Cycle was born. A single mortal hero would arise each time to protect the sacred triangles and save the people, each time drawing on the strength and legacy of all his predecessors to defeat the darkness. Each one a link in the timeless chain of the sacred trinity of villain, innocent and hero…[/i] [b]This is not one of those legends.[/b] It is the year 5999 HDS (Hyrulian Dating System) . Hyrule, the ancient kingdom chosen by the gods, is now the world's greatest empire and superpower. Governing almost a half of the entire known world, Hyrule-and with it the world-has entered a gilded age of magical advancement, more live within cities than the countryside. New trade routes and pacts have been established, even with the Twilight Realm, as mercantilism flourishes and advancement now has more to do with novelties and entertainment than necessities; festivals are major affairs as are coliseum games, theater, and other of the like in a splendor of beautiful garments, glowing magical baubles and trinkets as the common people watch the wealthy in confused fascination. Order has been brought to the once isolated peoples of the world. Monsters and uprisings are quickly crushed while an democratically elected Parliment governs all from the capital city under the wise, if withdrawn eye of the Royal Family. However, not all praise and enjoy the state of the world as is touted among Hyrule's major cities by the media and officials. The people of occupied nations harbor much resentment towards those they call oppressors and aggressors. Whispers of corruption are quickly hushed for fear of the repercussions. In truth, for all of the glamour among the wealthy and the hopeful promise of rising, most within the cities are dependent on the state and barely scrape through each day to the next. Violence among the different ethnic groups in the cities and between the populace and guard are becoming increasingly common and harsh-or even outright brutal. Most resources are now controlled by the kingdom, save for small communities in the countryside. Even grimmer are the words and motions by some of the occupied. The Gerudo are still second-class subjects, even all of these years after the war where they followed the Evil King, as are all of the goblin races and their cousin Darknuts. Violence stirs even greater at the edges of the empire while discord brews within Hyrule among the guilt and shame-ridden subjects. Meanwhile, a violent rebellion antagonizes the guard with guerrilla warfare-achieving little other than instilling a nervous tension, fear and destruction; the once-lauded Kokiri who sided with them were put to the sword and supposedly subject to full genocide, although some say survivors work with the resistance still. The Sheikah clan, meanwhile, has experienced a resurgence and once again serves the Royal Family as spies, guards and assassins-sometimes to brutal effect. Whispers of war have always been at the edges of conversation since the Church of Hyrule declared that the last Hero until the end of the world had arrived and that Hyrule had, at last, entered its golden age and should thus take its rightful place as ruler of the world. However, in the millennium of conquest since, people wonder if the atmosphere was ever one so bleak, so filled with beautiful hope among growing corruption as monsters are beginning to burst forth at the dark corners of the world in uprising to spread horrors, of so many nations harboring militant terrorists while unrest within Hyrule itself is changing from desperate discontent to something more frantic. Rumors abound of attacks by goblins, undead, demons and a mysterious white-clad man who often speaks in riddles and performs miraculous deeds seemingly at random only to disappear like a ghost. The laws already draconian laws are tightening like nooses, setting the strangling to struggle and become a nation now on the brink of war. There have been eight Heroes of the Cycle, each drawing on the might of one of the Nine Elements-Forest, Fire, Water, Wind, Spirit, Earth, Shadow, Light, Dark and the most legendary of all, the Hero of Time. Only the Hero of Darkness's page has yet to be turned upon the world. Save that, in truth, the Darkness has already arrived. Welcome to The Legend of Zelda: The White Triforce. This is a dark fantasy re-imagining of Hyrule set one thousand years after the events of Twilight Princess in a distopian now-imperial Hyrule. The Zelda games as you know them are (for the most part) the official, state and church-approved narrative of the mythology and history of the world, mainly in regards to Ocarina of Time, Majora's Mask and Twilight Princess. None of these are completely accurate depictions of the actual events. The roleplay will begin amid a brewing civil (and beyond) war within Hyrule as the narrative told by the state, church and media all begin to come under an extreme degree of suspicion and the tyrrany becomes more and more overt. The main available races will be Hyrulian, Sheikah, Twili, Kokiri Children, Deku Scrubs, Goron, Zora, Gerudo, Rito, Korok, Bulbins, Bokoblins, Moblins, Darknuts and Orb Fairies (the sort Navi, Tael and such are) . With any and all roleplays that I manage, character development is of the utmost importance. Having interesting, compelling and moving character changes, struggles and going through emotional, psychological and philosophical transitions is this roleplay's highest aim. Characters may take whichever side of the state conflict that the player wishes, although it will cause significant friction to take a violently pro-state stance. The only requirement in their history and/or goals is that, at the time of the roleplay, they are either in or coming to Hyrule Castle City, the capital of Hyrule. [hider=Races] Bokoblin: One of the goblin races and roughly the size of a Hyrulian, these beings tend to be nasty and brutish green or slate-skinned imps. Most have traditionally lived by raiding Hyrulians and bullying and deceiving the weakerBulbins into working for them. They are of fairly high logical intelligence as goblins go and are particularly adept with machinery. As all goblins are, they are children of the element of Darkness. Bulbin: The smallest of the common goblin races, these beings are stupid and sadistic, spending most of their time pranking and attacking others with poor comprehension of danger. They are often kleptomaniacs and swarm like rats and delight in filth and breaking things. As with all goblins, they are a race of the element Darkness. Darknut: Towering, straight-backed behemoths of a human-like stature with dog-like heads and fur, these mountains of grit and muscle are much unlike their fellow goblins. Whereas the others generally lack discipline, intelligence and refinement, the Darknuts are the lethally grim epitome of the disciplined warrior. Tall, musclebound, determined, ferocious and beholden to a warrior's intellect and a sense of honor to best that of most knights, these figures clad themselves in heavy armor and have traditionally been viewed as the elite soldiers of the forces of darkness for their historical tendency to serve foul masters. They are viewed by most with a mixture of fear, repulsion and awe; however, their native society, a base in the Gerudo desert, is struggling to recover from the conquest by the Hyrulians and finding a place among the bigotry against them in humans' 'civlized society'. They are something dual-tribe in relation to their element, beholden to both Spirit and Darkness. Deku Scrub: Creatures of shrubs, bushes and saplings, these denizens of the forests and fields have integrated surprisingly well to the empire. They frequently make for compelling and tactful merchants, farmers and gardeners. They are a race of the element of Forest. Gerudo: The woman-tribe of the desert, these red-haired people are to this day branded with the social stigma of being the people and willing aides of the Evil King. Most famously thieves, sorceresses and warriors, they have affinities for curved blades, summoning and illusion magic and gymnastics. They are a once-proud and now somewhat-broken tribe living in often squalid conditions-and often wartorn, their desert being the territory border between Hyrule and a nation it has yet to conquer beyond the desert. Many have fled to the desert of late. The Gerudo woman are dark-skinned with slanted, dark-lashed, yellow, orange or gold-colored eyes and routinely red, orange and occasionally black hair. They are the tribe of the element Spirit. Goron: Proud, friendly, oafs of physical strength (and weight) to rival the far larger darknuts, these people half-made of stone are mountain-dwellers. Their arms are more enormous than their bulging bellies that they put to good use to mine the rocks and ores that they eat-and smelt, being Hyrule's largest source of miners and smiths and producing most of the best of both. Of late, there have been major issues with the mines, though-strange creatures unlike the usual dodongos creeping out of the magma. This has put an unfamiliar strain on these bighearted, usually well-off workers. They are the tribe of the element of Fire. Hyrulian: The most populous race and founders of the Hyrulian empire, these are the most variable human, with skin colors ranging from pale to almost Gerudo-tan and brown, blonde and orange hair and blue, brown and green eyes in general. They are generally thought of as being elementless with no particular magical affinities, although are known to perform well in any and all fields. Kokiri Children: Seemingly human children, these people are much like humans around just before they enter puberty-both physically, mentally and emotionally. Traditionally, they were cared for by the Great Deku Tree and fairies in the forests, clad in green garb and spending their days playing with the forest's friendlier magical denizens. However, that largely ended when they collectively sided with the Resistance and they were outlawed. A military force was marched into the forest and supposedly put them all to the blade. In truth, a significant number survived as they fled deeper into the Lost Woods. They quickly took to their grim new situation and learned stealth and guerrilla warfare to harass the military. What few are thought to be left are to be arrested on sight-however, they have learned to hide and blend in well, both in the forest and out. They are naturally adept at stealth and magic related to plants and animals. They, along with the Deku Scrubs, are a race of the element of Forest. Korok: Small sapling-like beings, these beings differ from the Deku Scrubs-primarily foliage with shadowed faces and faintly luminescent eyes-in being almost entirely wood, often with just a few stray leaves protruding like hair. They are extremely humble and practical folk, often being employed as farmers, gardeners and organizers as they have minds and a demeanor well-suited to tasks such as library work, attendees and butlers. Service is usually a strong value for them. They are a race of the element of Earth. Moblin: The large, boar-like goblins beholden of much strength, vigor and brutality, these were the traditional thugs of many a foul villain in the past. They often bully other goblins and have long been the captains of many goblin bands. They tend to be mildly unclean and most traditionally aspired to be warlords; however, the age of empire has hammered hard on them and their traditional way of life. Many are destitute and more and more are flooding into the cities of late, frequently causing havoc and mayhem. Skill at magic is uncommon among them. They, as all of the goblins, are a race of the element of Darkness. Orb Fairy: Small, winged balls of fuzzy light, this breed of fairy is among the most common and friendly. They are extremely sociable and knowledgeable and many have been known to tag along with some adventurer for some reason or another-interest, a common goal, to trick and play with them and so on. Rito: Winged bird-men of an island mountain just off of the southern coast of Hyrule, this tribe is famous for being one of the few intelligent races capable of flight. Calm and reserved in general, they often work as postmen, scouts, messengers, record-keepers and philosophers. They are an extremely intellectual sort and are stereo-typically very logical. They have an affinity for weather, movement and air-related magic. They are a race of the element of Wind. Sheikah: A strongly clannish people of intense color and tradition, these thin, frail and limber people are the age-long servants of the Royal Family. Famous as assassins, bodyguards, lorekeepers, illusionists and mages, they maintain a strict and strong control over their own and pass down brutally rigorous training in strict secrecy. Adept at stealth, combat, deception, necromancy and illusion, these pale-skinned humans are kept very strictly in line in consideration of their past. Usually recognizable by their white, silver, grey or black hair, those who leave the clan's strict society and rules are wholly disowned-and those well-trained are rarely allowed to leave at all. Oddly, Hyrulian and Sheikah crossbreeds produce an uncharacteristically high degree of bright, unusual hair colors-red, blue, violet and green especially. They are a race of the element of Shadow. Skull Children: Once-human imps of the dark Lost Woods, they are the dark mirror to the Kokiri Children. Those children-human or Kokiri-who become lost in the Lost Woods are touched and transformed by that realm, taking on an appearance more akin to a Deku Scrub. They dress in rags and dirty, tattered garments; they delight in playing tricks and pranks on passerby, sometimes violently. Often crude, ill-worded, and sadistically mischievous, they, like their Kokiri cousins do not age and spend their days, if left to their own devices, largely at play. Folklore warns of them, although they are often said to be miserable, lonely children at heart. They are a hybrid race of the element of Forest and Shadow. Twili: The grey-and-black-skinned denizens of the Twilight Realm, these people, after the Twilight Realm's permanent re-connection with the Light World via a portal, have become a strong influence on Hyrulian culture. They produce an extremely high number of adept mages, skilled in conjuring, illusion and shadow magic. Even after nearly two hundred years of constant contact, their effect on Hyrulian fashion, as well, is very visible. Visually striking, they are much like humans, though with with thick upper noses, and grey and black skin with orange, blue, red, green and violet hair in complimentary contrast with their often black fine garb. They are known to be extremely prideful and outright haughty. They, like the Sheikah they were once a faction branch of, are a race of the element of Shadow. Zora: Fish-men of the lakes, rivers and seas, the Zora's are haughty and have a high propensity to xenophobia. Unlike the arrogant though smug, social Twili, many of the Zora are quite content to have minimal contact with outsiders. That said, they are the empire's most prominent fishermen and sailors and the more sociable of their elite constantly compete with the Twili in the realm of fashion. Overall, they are a suspicious and supersticious people, often carrying charms and bringing up folklore. They are a race of the element of Water. [/hider] [hider=Places] [/hider] [hider=Factions and Organizations] [/hider] [hider=Magic] [u][b]The Nature of Magic[/b][/u] Magic is, simply put, an unexplained force that causes changes in the natural state of the universe: that is, it is a force capable of breaking any Law of matter, energy, time or space. Magic itself is a formless ‘material’ without shape, volume or amount-it is a seemingly infinite ‘energy’. Spells normally draw on mana, particles of energy that have have absorbed magic and thus do not follow the natural functions of energy. Spells are ‘woven’ using ‘threads’ of mana into complex and specific shapes, combinations and so on. Spells are divided into three main types: [u][b]Spindle Magic[/b][/u] Spindle magic is the form of magic that is drawn from other beings or powers; priests that draw on the power of deities, druids that summon might from the natural world, pact-makers who are granted strength from their masters. Spindle magic users have little magic of their own; they let their chosen source flow through them and they, like a spindle that the threads of magic are drawn by, merely refine and redirect it. [u][b]Thread Magic[/b][/u] Thread magic is the form of magic that is drawn from ambient mana by weaving it into complex formulas. Wizards, sorcerers and all magic users who use rituals, chants and materials to cast spells fall under this category. They have little magic of their own, but their skill and knowledge is completely theirs. Just as threads are woven from outer sources into a cloth, so, too, do thread magic users weave magic into spells with ritual and formula. [u][b]Wheel Magic[/b][/u] Wheel magic is the form of magic that is drawn from an understanding and manipulation of magic. Psions, the prime example, manipulate magic by their own power into spells through understanding and knowledge. They have much magical power and skill of their own. Just as a wheel is used spin the threads into a shape, so do wheel magic users spin and move the cloth by their own power. Each of these types of magic have its own subdivision within the Hyrulian Mages Guild; the Spindle Magic Guild, the Thread Magic Guild, and the Wheel Magic Guild. In addition there is a ‘fourth’ type of magic-innate magic, magic that is wielded naturally, magic that is as much a part of the user as his/her/its own flesh. Innate magic cannot really be effectively categorized because of its erratic, individualistic nature. Perhaps the greatest example of innate magic are Fey, the fairies. These beings are home to a bizarre realm where magic is the norm and the mundane rare-as are they and their abilities. [u][b]Song Magic[/b][/u] Song magic is generally a form of wheel magic. What is special of magical songs is that the song is not merely a focus for woven spell formula or released energy; the pattern of sound and rhythm taps into the energy flows of the world itself, like tugging on the string of an instrument, and thus altering it. For this, song magic is potentially extremely powerful-however, utilizing it requires the song be in harmony with the natural force and thus the more specific and perfectly played, the greater the effect. [/hider] [hider=Player Characters] Rune_Alchemist-Sen, Darknut of the Wolf [url]http://www.roleplayerguild.com/posts/3666305[/url] rechonq-Dorcon, Goron of the Genbu [url]http://www.roleplayerguild.com/posts/3664706[/url] Dawnscroll- vietmyke-Quill, Rito of the Eagle [url]http://www.roleplayerguild.com/posts/3672200[/url] Bright_Ops-Ze, Moblin of the Dog [url]http://www.roleplayerguild.com/posts/3674482[/url], Mr. Nailbrain, Moblin of the Rat [url]http://www.roleplayerguild.com/posts/3678994[/url] TaliPaendrag-Soli, Kokiri of the Unicorn [url]http://www.roleplayerguild.com/posts/3674533[/url] [/hider] [hider=Non-Player Characters] [hider=Hyrulian Empire] [hider=Princess Zelda Hyrule] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Impa Sheikah] Name: Impa Sheikah, royal bodyguard and attendant to Princess Zelda Race: Age: Gender: Description: Character: Biography: [/hider] [/hider] [hider=The Resistance] [hider=Efa] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Caddoc] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [/hider] [hider=] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=General] [hider=Talon LonLon] Name: Talon LonLon Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Malon LonLon] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [/hider] [hider=Mythological] [hider=Lord Valoo] Name: Lord Valoo Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Lord Jabu-Jabu] Name: Lord Jabu-Jabu Race: Age: Gender: Description: Character: Biography: [/hider] [hider=King Oshun] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Evil King Ganondorf] Name: Ganondorf Dragmire Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Gaebora Keapora] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Din] Name: Din Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Nayru] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [hider=Farore] Name: Race: Age: Gender: Description: Character: Biography: [/hider] [/hider] [/hider] [hider=Character Sheet Format] Name: Race: Age: Gender: Description: A description of their physical appearance, gear and so on. Character: Who the character is, their personality, goals, views, traits and so on. Biography: The character's history and how they arrived to where they are now. Totem: Select an animal or mythological creature (befitting a Zelda setting) representative and tied to the core of the character. [/hider]