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Tales of Hyrule > Essential Information > 03. Lore Guide

Posted by: Big Boss Mido Oct 20 2016, 06:49 PM


Below is information on all the playable races with the exception of creatures; refer to our Beastiary for ideas!

Our guide on physical traits are merely a guide for play-bys (or designing your own art); we only ask that play-bys are kept as appropriate as possible to our theme and setting; no futuristic armour, headphones, etc!


The fairies of Hyrule come in varying shapes and sizes; the most common kind of fairy being those that accompany the Kokiri or those that frolic through springs and wells possessing healing abilities. Though a majority holding small sizes, fairies possess powerful healing abilities; some may even bring back those that have suffered a fatal blow at the cost of their own life! The origins of fairies vary from individual-to-individual; some are born from eggs while others come into the world as any mammal would. Some have insect wings, some have bird wings and some don't have any wings at all! Some blend in with mortal society, while others remain reclusive.

There are also the Great Fairies who possess magic outside of healing, capable of bestowing magical gifts and treasures on travellers with pure hearts that find themselves in these fairy’s fountains and shrines; how a Great Fairy comes to be varies; some say they are an honourable soul from an entirely different walk of life brought back by the Golden Goddesses, while others are smaller fairies promoted to the position through notable service to both the fairy realm and the mortal world by the Fairy Queen.
Each Great Fairy have their own fountain or spring that travellers can call them upon, usually concealed away from the world beneath the ground, in caves or in woods; some hold particular titles such as the Great Fairies of Hyrule, while others are simply protect the area of their fountains location such as the Great Fairies of Koholint, Labrynna and Holodrum.

All fairies are ruled over by their Queen, who takes on a multitude of appearances and aliases, rumoured to be the most powerful fairy of them all.

Physical Traits

  • Eye Colour: Bright, vibrant colours spanning the range of a rainbow.
  • Hair Colour: Bright, vibrant colours spanning the range of a rainbow.
  • Notable Traits: Often have insect-like or bird-like wings, those without are more powerful fairies or Great Fairies.


The Gerudo tribes consist of nearly nothing but women, sans one male who is born every one hundred years who, by Gerudo law, is destined to become their king.
Often depicted as thieves, bandits and pirates, the Gerudo race does not hold the best reputation, though they are respected as warriors and often feared due to their history regarding Ganondorf.

They are well adapted to living out in harsh conditions as their homes are commonly located in the desert and wasteland provinces of the planet –they are usually quite a reclusive race with a strong disdain towards outsiders, however they have been known to accept the occasional outsider if they can prove themselves through some form of task.

A small handful have been known to slip away from their homes to live in townships and villages with Hylians and humans, though these are far and few. Hetero and homosexual relationships are a common occurrence within the Gerudo –some take up boyfriends outside of their tribe such as Hylians and humans, while others prefer to form romantic relations within their tribes.

Physical Traits

  • Eye Colour: Gold / Amber
  • Hair Colour: Reds, Brown or Black


  • The Gerudo are highly trained in combat, often equipped with glaives, ducal scimitar swords and bows; they are also capable equestrians and sailors.
  • Some members of the Gerudo race possess magical skills of varying levels, though this is a rare occurrence; the most powerful magic-users are known to become witches of their respective tribes.


The Gorons are a race of rock-like beings who have evolved over time to take on more human characteristics; they typically live in the mountain ranges though some have taken to living on the islands of the Great Sea. Despite being well known as a friendly race who love to indulge in dance and parties, they are also a reclusive race and can at first be rather untrusting to outsiders.

They are perhaps one of the most physically powerful races across the globe; the Gorons can lift heavy objects, withstand high temperatures and are skilled with hand-to-hand combat. They are also well known for their blacksmithing and craftsmanship skills, often providing the human races with weaponry and are renowned merchants.

The Gorons do have a somewhat strained relationship with the Zora, if simply for the difference in their domains – as Gorons weigh around the same amount as a large boulder, they are incapable of swimming and and sink to the bottom of bottom of bodies of water. While exposure to water is not fatal, prolonged exposure can result in adverse effects.

Physical Traits

  • Eye Colour: Red, Brown, Gold / Amber, Black
  • Hair Colour: Red, Brown, Black


  • Possess naturally strong physical strength, able to deal strong blows in close or hand-to-hand combat.
  • Can withstand high temperatures such as lava.
  • Bodies as hard as stone –natural defences are high though speed suffers slightly due to their heavy weights.

Hylians & Humans

Hylians are descended from the people who lived around the goddess Hylia, well known for their ability to naturally use magical abilities and distinguishable by their pointed, elf-like ears which are said to allow them to receive messages from the gods.

They primarily live alongside humans, working in agricultural areas and inhabiting the larger cities and towns of the world. They dabble in a wide variety of trades such as farmers, merchants, bartenders, guards and magicians of varying degrees.

The Hylian race has a rich history; often involving heroes and Hyrule’s Royal Family, and passing down epic legends and tales through the generations.

Humans are similar to Hylians, though they are incapable of naturally using magic and must rely on enchanted items and weaponry to utilize any form of magic – though they majorly appear the same as their Hylian counterparts, their ears are noticeably rounded which is rumored to be the reasoning for their inability to use magic.

Regardless, humans populate a majority of the urban areas such as cities and towns, often working in a wide range of trades as the Hylians do. To make up for their lack of magical ability, humans spend hours learning arts such as swordsmanship and archery.

Physical Traits

  • Eye Colour: Commonly blue, green and brown.
  • Hair Colour: Blonde, brown, black, red –colours such as blues, purple, pink, green, etc. are a common occurrence through the use of magic and dyes.


  • Hylians are adept at a wide variety of magic, though often focus on one particular type (example: offensive elemental or healing-based magic).
  • While Humans are incapable of using magical abilities they can utilise magically enhanced or charmed items, artefacts and weaponry.
  • Both races are well known for thorough training of swordsmanship and archery.


An ageless race that take on the form of Hylian children, the Kokiri possess long, pointed ears, accompanied by a fairy partner granted to them by their guardian deity, the Great Deku Tree. They are naturally born into the forest through giant Deku Nut like plants and generally remain there for a majority of their lives.

The Kokiri are one of the physically weaker races, hence their choice to isolate themselves from the rest of the world and their reluctance to leave the forest’s protection. However, they make up for their weaknesses with their intelligence and knack for strategic planning. They are well known for their skills in herbs, potions and trap making and are naturally gifted with magical abilities involving illusions.

Physical Traits

  • Eye Colour: Blue, brown or green.
  • Hair Colour: Blonde, red, green or brown.
  • Appear between 8 to 16 years old.


  • They are skilled with long range weaponry such as bows, slingshots and boomerangs, though swords and daggers are also common weaponry.
  • Are naturally gifted with creating herbal remedies and healing abilities.
  • Talented illusionists, whether this is through magical or natural means.

The Koroks

A subspecies of Kokiri; a small, brave group that left Hyrule centuries after hearing rumours that another Deku Tree existed somewhere in the world - though their journey was not without danger, they eventually arrived at the Forest Haven of the Great Sea.
To adapt to the ocean environment, the Koroks eventually developed the ability to sprout a propeller of deku leaves from their bodies, allowing them to surf the wind currents and glide through the air - once the propeller has served its journey, it dies and detaches from the body, allowing the Korok to sprout a new propeller when required.

Physical Traits

  • Eye Colour: Blue, brown or green.
  • Hair Colour: Blonde, red, green, sea green or brown.
  • Appear between 8 to 16 years old.


  • Talented illusionists, whether this is through magical or natural means.
  • Can glide through the air through the use of their own deku propellers.
  • Are naturally gifted with creating herbal remedies and healing abilities.


A bird like race with similarities to sirens, the Rito make their homes in cliff faces by bodies of water or in vast mountain ranges. Capable of flight through retractable wings in their arms, the Rito are well known for their postal service that stretches across a multitude of countries and their talent for song and music like their Zora cousins.

Rito children are born without wings; they must climb the mountain of Dragon Roost Island to receive a scale from the Rito’s guardian deity, the Sky Dragon Valoo utilizing a grappling hook. Retrieving a scale is often seen as a coming-of-age ritual – once granted with the scale, they will gain their wings.

The Rito are primarily a peaceful, welcoming race to the wanderers that make it to their abode, and possibly the only race who haven’t allowed their pride to take control of their relations with the other races of Hyrule – however, should danger threaten their homes, the Rito are capable warriors, taking advantage of their flying skills and utilizing their talons and spears to fight.

Physical Traits

  • Eye Colour: Red
  • Hair Colour: Brown, Black or White
  • Notable Traits: Can retract wings from their arms, possess talons in place of feet


  • Primarily use spears and their talons as weaponry.
  • Naturally capable of flight with Valoo’s scale in their possession.


Hundreds of years ago a small band of Zora attempted to migrate to the Great Sea which proved too hostile; instead of returning home they made their home on Dragon Roost Island. Over time they lost their scales and were gifted with feathers by the island’s guardian deity, Valoo. They took to the skies instead of the oceans –though it’s said that if a Rito were to lose their feathers, they would plummet to the ocean and turn back to into Zoras.


Also referred to as the Shadow Folk, everything regarding the Sheikah tribe is shrouded in mystery –their appearance is similiar to Hylians with long, pointed ears and they are capable of utilising magical abilities that stem from the shadows. They founded Kakariko Village, one of the main settlements of Hyrule that is now open to the public and have loyally served Hyrule’s Royal Family for decades.

They are also skilled craftsman and magical inventors, having made a multitude of charmed and magical artefacts over time such as the Lens of Truth and the Gossip Stones. They are often linked to themes of darkness and death and their abilities are mainly based around the art of illusion and deception.

Physical Traits

  • Eye Colour: Red
  • Hair Colour: White, Platinum Blonde, Pale Shades


  • Capable of using magical abilities.
  • Specialties lie in illusionary, shape-shifting and deceptive magic.
  • Well-Balanced and Agile, making them effective ninjas and spies.


The Twili were once a combination of races, sentenced to live their lives in the Twilight Realm as punishment for their missuse of magic to attempt to claim the Triforce – since then the Twili have evolved into their own race, living peacefully in the Twilight Realm in which the Monarch of Twilight rules over.

Physical Traits

  • Eye Colour: Red, Orange, Yellow
  • Hair Colour: Red, Black or White
  • Skin Color: Pale shades of colour –most commonly bluish-grey.


  • Can merge their bodies and travel via shadow.
  • Can set powerful curses.
  • May use shadow magic.


They say with light, there must be darkness, and for there to be darkness, there must be light. Majora was born alongside Hylia and originally tasked with assisting Hylia to protect the Triforce. Where Hylia represented all that was good, Majora represented darkness and over time she came to resent Hylia, her soul tainted from jealousy.

In her attempt to claim the Triforce for herself so that she could be loved as her sister was, she angered the three golden goddesses and they banished her to the Twilight Realm, a shadowy mirror of the light world. Sadly, the Twilight Realm could not stop Majora’s essence from leaking out and she used what little of her powers she could to influence the hearts of those that resided in the light world. Hylia caught onto Majora’s actions and fashioned the Twilight Mirror, banishing those that attempted the same forbidden magic to the Twilight Realm. The first inhabitant was almost driven mad by the isolation, in which Majora took the chance to take on mortal form and bear a child with them. While Majora was bound to the Twilight Realm, her mortal descendants granted with great powers would be able to return to the light world given the chance. Her child would go on to become the first generation of the Twilight’s Royal Family and Majora re-ascended to her goddess status.

Unfortunately for the dark immortal, the Royal Family came to disregard their ancestry over the generations, preferring to focus on living in peace within their realm, and so Majora continued to whisper in the ears of the light world’s inhabitants, having cults in her name fashion powerful dark artefacts such as Majora’s Mask and attempt to use the mirror to establish a link between the worlds, which had been wholly unsuccessful until recent years.

Both the light world inhabitants and the Twili have now been granted free passage between the two worlds, with Majora attempting to re-establish her connection with her descendants through the use of her cults and followers. Whether these efforts are successful now lies in the hands of her followers and her descendants.


An aquatic race that once resembled fish, the Zora have evolved to appear more like mermaids and ningyo.

Zora or more specifically Sea Zora reside in lagoons, lakes, rivers and other forms of watery domains. Once close allies with Hyrule’s Royal Family, Sea Zoras have become a reclusive race, shying away from outsiders and preferring to stick to their own kind, only opening up to their Rito relations.

The Zoras are technologically advanced compared to many of the other races in Hyrule, having built factories and started up bands in the past; they are also well known for their beautiful voices and music.

Physical Traits

  • Sea Zora Eye Colour: Blue, Green, Turquoise , Black
  • Sea Zora Hair Colour: Blue, Green, Turquoise –bright colours similar to tropical fish and coral aren’t uncommon either.
  • Notable Sea Zora Traits: Tiny scales cover their body, gills, fins, some can form fish-like tails.


  • Able to swim swiftly through the waters.
  • Can breathe underwater.
  • Can remain on dry land for a limited period of time.
  • Capable of using water and ice related magic.

River Zora

The more hostile counterparts to the Sea Zora; they fiercely protect the territory they believe is theirs, drowning any unfortunate travellers who dare wander too close to the water’s edge – they too have gained a more human like appearance, though keep their beastly claws and razor sharp teeth.

River Zora are actually found more towards the ocean; their vicious demeanours allow them to live out in the Great Sea as a predator rather than prey and are notably on strained terms with their Sea Zora and Rito counterparts.

Physical Traits

  • River Zora Eye Colour: Blue, Green, Turquoise, Red, Black
  • River Zora Hair Colour: Green, Brown, Orange, Red
  • Notable River Zora Traits: Tiny scales cover their body, gills, fins, claws, sharp teeth.


  • Able to swim swiftly through the waters.
  • Can breathe underwater.
  • Can remain on dry land for a limited period of time.
  • Can breathe fire from their mouths.


Below is a list of major artefacts, items and weaponry found throughout the world of Tales of Hyrule - keep in mind that certain canon roles possess or have some sort of duty in relation to a selection of these artefacts.
Artefacts will be attained a number of ways;
  • Common Artefacts can be claimed when you apply for your character or attained in-character; they are represented by green. Can be commonly bought or found in the world.
  • Rare Aretefacts can only be claimed through dungeon runs (more information coming soon!); they are represented by blue. One or more of these items may exist in the world.
  • Legendary Artefacts are only used for major events at the discretion of the staff; they are represented by gold. Only one of these items exist in the entire world.
If there is an artefact you’re curious about that isn’t listed here, please contact one of the admins.

All-Night Mask
A mask that prevents the wearer from falling asleep; it’s exact whereabouts are unknown.

Blast Mask
A mask that allows the wearer to expell a powerful blast similiar to a the deteriment of their own health Though it won't outright kill the wearer on it's first use, caution should be used when using it multiple times. It's exact whereabouts are unknown.

Book of Mudora
A book that acts as a translation guide to the ancient language used by the Hylian people and a collection of Hylian lore and stories.
It is currently kept in the safety of the Royal Family’s castle library.

Breman Mask
A mask that allows the wearer to enchant animals into their bidding; it once belonged to a dog who left its owner to start its own animal troupe. The mask was eventually stolen by a man who envied the dog's leadership. It's current whereabouts are unknown.

Bunny Hood
A hood designed like a pair of rabbit ears; many of these hoods exist in the world. Those purely decoration are commonly found in mask shops, but some exist with the power to grant its wearer faster running speed.

Cane of Byrna
A magical cane that creates a magical force field around the wielder, making them immune to setting off traps or taking damage from attacks; however the cane's effects leech off the magical energy that the user possesses.

Cane of Somaria
A magical cane capable of creating a large block, allowing the wielder cover.

Captain's Hat
A hat that allows the wearer to pose as Captain Keeta of the Ikana Canyon; a symbol of authority, the wearer is bound to be mistaken for the long dead stalchild captain. Common stalchildren will not attack, and instead be willing to communicate with the wearer. The mask can also trick Redeads into ignoring the wearer.

Couple's Mask
In Termina, it is custom for a couple to create the Sun Mask and the Moon Mask as a sign of dedicating their lives to each other, which is then combined by the lovers on the day of their wedding to create the Couple's Mask. It is a common mask that can be found in most homes of a married couple in Termina, particularily Clock Town.

Deku Leaf
Giant leaves that may be used as both a fan and a glider. The only way to come into possession of these leaves is through the Great Deku Tree of the Kokiri Forest – as such, a majority of the Kokiri own their own leaf.

Deku Mask
A common children's mask found in mask shops for children, there is nothing special about this particular mask - with the exception of one and only one.

Deku Nut
Dried buds of Deku Babas, these nuts can temporarily stun or blind those caught in its flash when thrown. They are commonly used by the Kokiri and Sheikah people. Though they are available in shops throughout the world, they can be found in forests or by slaying Deku Babas directly.

Deku Stick
The dried stalks of Deku Babas, these sticks are usually used as makeshift torches or as weapons (though fairly ineffective ones). It's said that if a butterfly lands on the end of a deku stick, they will turn into a fairy.
Though they are available in shops throughout the world, they can be found in forests or by slaying Deku Babas directly.

Deku Transformation Mask
Somewhere in the world, there exists a mask that houses the soul of a Deku Shrub long forgotten from the land of Termina; the son of a butler that served the Deku Royal Family in Southern Swamp. This specific mask allows the wearer to transform into a Deku Shrub for as long as the mask is worn. Be warned though, the soul of the Deku Shrub remains. The current whereabouts of this particular mask are unknown.

Demise’s Sword
A dangerous and powerful dark weapon that belonged to the great demon king Demise, it has been lost for centuries following the demon’s defeat.

Don Gero Mask
A magical mask that allows the wearer to communicate with frogs. It's current wherabouts are unknown.

The Eight Instruments of the Sirens
Eight magical instruments rumoured to have been used by Sirens residing nearby Koholint Island to lure the passing sailors to their deaths on the rocks. The eight instruments consist of the Full Moon Cello, the Conch Horn, the Sea Lily Bell, the Surf Harp, the Wind Marimba, the Coral Triangle, the Organ of Evening Calm and the Thunder Drum.
These instruments are now sealed within eight various dungeons spread throughout Koholint Island; it’s rumoured that once all eight instruments have been collected, they have the ability to summon Koholint’s guardian deity, the Wind Fish.

Fairy Slingshot
Though a treasure of the Kokiri Forest, this slignshot is a profficient weapon for any child.

Farore's Memory
A mysterious and powerful tome that holds many legends and secrets from all over the world.
The true power behind this book is currently a mystery but it remains in the protection of the Oracle of Secrets.

Fierce Deity’s Mask
A mask possessing powerful and dark magic, Fierce Deity’s Mask houses the spirit of a deity that is fierce and wrathful towards evil forces, but is supportive and benevolent towards humanity. When worn, the holder is blessed with powerful strength and magic to defeat evil. Its current location is unknown.

Fire Arrows
Arrows that are magically infused with the elements of fire; they can easily melt ice, burn dry materials or be used as an effective weapon against enemies that are susceptible to fire.
They are usually gifted to travellers via the Great Fairies.

Fire Rod
A magical staff that grants the user the power to control the elements of fire – targets can be set alight via fireballs, fire storms can be conjured and temperatures can be raised to dangerous levels.
Gale Boomerang
This particular boomerang can be used to create mini-tornados when thrown, thanks to the Fairy of the Winds that lives inside the weapon. It is currently located and guarded within the Forest Temple of the Lost Woods.

Garo Mask
A mask that draws the attention of the roaming spirits that belong to the Garo Ninjas. It also averts the attention of any ReDeads, allowing the wearer to safely pass the monsters without hassle. A few of these masks exist in the world.

Gerudo Mask
Commonly found in mask shops for children, there is nothing special about this particular mask - with the exception of one and only one.

Gerudo Transformation Mask
Somewhere in the world, there exists a mask that houses the soul of a Gerudo woman long forgotten from the land of Hyrule. This specific mask allows the wearer to transform into a Gerudo woman for as long as the mask is worn. Be warned though, the soul of the Gerudo remains. The current whereabouts of this particular mask are unknown.

Giant's Mask
A mask that allows the wearer to grow into a giant for as long as the wearer has magical energy in their body. It is sealed in the Stone Tower Temple of Termina, guarded by monsters.

Gibdo Mask
A mask that causes Gibdos and Redeads to recognise the wearer as one of their own, and so they will not attack. In some cases, the mask allows the wearer to communicate with these monsters. Be warned, prolonged use of this mask draws the wearer in, slowly turning them into a Gibdo.

Great Fairy Mask
A mask that allows the wearer to sense when a Great Fairy is nearby; the hair will begin to shimmer. It also tricks and attracts normal fairies into approaching the wearer. Its current wherabouts are in possession of the Great Fairies.

Great Fairy’s Sword
A powerful sword that requires two hands to weild, the weapon was created by the Fairy Queen and it currently remains entrusted to the Great Fairy of Kindness, to use or gift to another as they see fit.

Goddess’ Harp
A harp used by the Goddess Hylia herself, it’s been passed down through the generations of Hyrule’s Royal Family. Though it appears as a simple instrument, it carries various magical properties such as opening gateways to the Silent Realms or teleporting the user to various locations of Hyrule.
The harp is currently in the possession of the King’s Illegitimate Child after the current Heir gifted it to them.

The Goddess Pearls
These three pearls are precious artefacts of the Great Sea and the key to calling the Tower of the Gods from the dark ocean depths that not even the Zora may reach.
  • Din’s Pearl is currently under the protection of the Rito tribe of Dragon Roost Island.
  • Farore’s Pearl came into the possession of the Kokiri tribe in Hyrule centuries ago.
  • The location of Nayru’s Pearl is currently a mystery.
The three pearls are sought out by pirates, as legends say that the Tower of Gods hold many treasures.

Goddess’ Shield
Originally known as the Sacred Shield, it was upgraded by the hero who once wielded it; cursed beings will flee from its presence and its powerful durability make it an effective form of defence. Sadly, it’s current whereabouts are unknown.

Goron Mask
Commonly found in mask shops for children, there is nothing special about this particular mask - with the exception of one and only one.

Goron Transformation Mask
Somewhere in the world, there exists a mask that houses the soul of the Goron Hero Darmani of Termina. This specific mask allows the wearer to transform into a Goron for as long as the mask is worn. Be warned though, the soul of Darmani remains. The current whereabouts of this particular mask are unknown.

Goron Tunic
A red tunic crafted from Bomb Flower fibres and Dodongo scales, this tunic can protect the wearer from areas of extreme heat, such as Death Mountain’s volcano and the Fire Temple. The wearer cannot be burned while they wear this article of clothing, and it grants them the ability to walk through lava. Goron tunics are sold from the Goron City for a steep price.

Gossip Charm
Also known as the Pirate’s Charm, the Gossip Charm was a specially crafted artefact by the members of Hyrule’s Royal Family. It is an enhanced form of the Gossip Stones, allowing members of Hyrule’s royal bloodline to communicate and see the holder. The charm is currently in the possession of the Pirate King/Queen.

Gossip and Sheikah Stones
These strange stones are found scattered throughout the world, created by the Sheikah tribe as a method of communication. Those that possess the Mask of Truth may learn the stones secrets.
Sheikah Stones are more animated and decorative than their Gossip Stone counterparts.

Grappling Hook
Commonly carried by Rito children before they attain their wings and during their trial for one of Valoo’s scales, the grappling hook enables the user to latch onto ledges or pegs and swing to otherwise unreachable surfaces.

Harp of Ages
A mythical and powerful instrument created by the first Oracle of Ages that allows the harp’s player to travel through time by playing the respective melodies on its strings. The harp is currently in possession and protected by the current Oracle of Ages.

Hookshot & Longshot
A device consisting of a chain and hook; when used the hook attactes to surfaces it can anchor itself into before projecting the user towards their target. If the object is lighter than the user, it will pull the object towards them.
The Longshot is an upgrade of the hookshot.

Hover Boots
Sealed in the Shadow Temple which is hidden away from public in Kakariko, these boots allow the wearer to hover temporarily in the air.

Ice Arrows
Arrows that are magically infused with the elements of ice; they can freeze their targets in hardy blocks of ice or be used as an effective weapon against enemies that are susceptible to the element of ice.
They are usually gifted to travellers via the Great Fairies.

Ice Rod
The Ice Rod grants the user the power to control the elements of winter – targets can be frozen, deadly blizzards can be conjured and temperatures can be lowered to subzero.

Iron Boots
Various versions of these boots can be found throughout the world, regarded as treasures locked away in dungeons and tombs - though they make the wearer move incredibly slow due to the weight, there are benefits that have allowed humanoid races to wrestle with Gorons, or combined with the Zora Tunic, can allow individuals to sink to the bottom of lakes and rivers while being able to breath so that they may explore the water depths.

Kafei's Mask
A mask once used to help with the search of Clock Town's Mayor's son, Kafei. Though Kafei has long since passed, a few of these masks remain in circulation - a reminder of his existance.

Kamaro's Mask
There once lived a dancer known as Kamaro in Termina, who inexplicably passed away. Filled with regret, his spirit lingered until a young boy in green soothed his regrets with a song - this mask was what was left behind, containing the knowledge of the choreography Kamaro wished to united the world with. Unfortunately, it's current whereabouts are unknown.

Keaton Mask
Popular with children, keaton masks are commonly found in mask shops throughout the world.

Kokiri Sword
The Kokiri Sword is a mostly ceremonial treasure kept by the Kokiri people who generally are nonviolent. The Kokiri Sword, however, remains as a reminder that the Kokiri people can defend themselves.

Kokiri's Tunic
A special cloth that allows the wearer to blend into forest surroundings, making themselves nearly impossible to see from a distance - only the Kokiri currently have access to the cloth used to create these tunics.

Koholint Sword
A powerful sword capable of shooting magical energy from it's blade, it remains locked in the Seashell Mansion on Koholint Island.

Lens of Truth
An artefact created by the Sheikah Tribe – the Lens of Truth grants the user to see what could not be seen before, including hidden or invisable pathways, objects, spirits, monsters and messages.

Light Arrows
Arrows that are magically infused with the elements of light; they can repel the forces of evil or be used as an effective weapon against enemies that are susceptible to the element of light.
They are usually gifted to travellers via the Great Fairies.

Magic Boomerang
The Magic Boomerang is a more powerful version of the normal boomerang weapon. There are several methods that can be used to upgrade a boomerang to this version, the most common being enlisting the help of a powerful magic user, such as a Great Fairy.

Magic Medallions
Medallions that grant the owner powerful offensive magical capabilities with their sword;
  • The Bombos Medallion sends out a series of powerful explosions around the user.
  • The Ether Medallion shoots out a powerful pulse of lightning - that which isn't destroyed in the medallions wake will at the very least be stunned.
  • The Quake Medallion causes powerful earth tremors through the ground, sending enemies plumetting down opened fissures and crushing them beneath fallen debris.

Magic Beans
Sold by Deku Shrubs and the elusive Bean Merchants across the world. Planted in particularly soft soil, the plants that sprout are strong enough to hold up a child and allow them to reach hard to reach areas.

Magic Mirror
It's current whereabouts unknown, the magic mirror is said to allow the holder to slip into another world parralel to Hyrule; those that know of the Twili presume the Magic Mirror is a piece of the gateway used to access the Twilight Realm.
Majora’s Mask
Majora's Mask is an artefact of arcane power, created by the deity known as Majora. She was one of the two goddesses who guarded over the land of Hyrule and the Triforce before succumbing to evil.

Mask of Scents
A mask that enchances the wearer's sense of smell, allowing them to find items with particular scents more easily, including magic mushrooms used in potion making.

Mask of Truth
The Mask of Truth was said to have been created by the Sheikah tribe ages ago in their mission to better protect the Royal Family. This mask is a symbol that enables the wearer to speak with the animate stones that dot Hyrule and the world, the Gossip and Sheikah Stones that observe their surroundings.

Master Sword
The Blade of Evil's Bane created by tempering the Goddess Sword (which was in turn created by the Goddess Hylia) with the three Sacred Flames left by the Golden Goddesses, and maintained by the prayers of the Sages of Wind and the Earth respectively.

Megaton Hammer
An ancient artefact that once belonged to a great hero of the Goron people, this hammer is said to be one of the mightiest weapons known to the world. This object has been used by several different heroes throughout the ages since its creation, but always it has been returned to the Goron tribe when its might is no longer needed.

Mermaid Suit
Located in the Mermaid’s Cave of Labrynna, the mermaid suit allows the wearer to become a mermaid, giving them the ability to breathe underwater and swim swiftly through strong currents. It is unknown who crafted the suit.

Mirror Shield
The Mirror Shield is an ancient relic, blessed by a powerful magic that takes the form of a mirrored face on the ornate shield. This magic grants the shield the ability to reflect foreign magics and light in different directions.

Moon Pearl
An artefact locked deep within one of Hyrule's many dungeons, the Moon Pearl is required to keep ones actual form while visitng a world parralel to Hyrule.

Ocarina of Time
The Ocarina of Time is a powerful item that has been passed down through the Royal Family for ages. It is said to grant the bearer special powers that allow them to manipulate the flow of time. These powers and the item itself were said to be created by the Goddess of Time, though there are no mentions of such a figure in Hylian mythology.

Pegasus Boots
The Pegasus Boots are type of special footwear that grant the wearer incredible speed. There are no reliable accounts of their origins.

Pendants of Virtue
Three pendants crafted from the same gems as the Spiritual Stones and blessed by the Three Golden Goddesses, enhancing the strength of communication between the holder and their respective Goddess.
It’s a common misconception that these pendants can open the Door of Time in the Temple of Time. Currently, each pendant is entrusted to the priestesses in castle town.
  • The Pendant of Courage is currently in the possession of the Priestess of Farore.
  • The Pendant of Wisdom is currently in the possession of the Priestess of Nayru.
  • The Pendant of Power is currently in the possession of the Priestess of Din.

Pictograph Box
A camera that takes sepia-toned images; it is possible to take coloured images if one is willing to travel to the Forest Haven and capture a Forest Firefly.
Regular picto boxes can be found in shops though they are steeply priced.

Postman's Hat
Those that wear these hats are recognised servants of the world's postal service; they are a symbol of authority - that the individual rummaging through that there post box is in fact, the official thing.

Power Bracelets
Power Bracelet(s) grants the wearer with great strength, allowing them to confront enemies twice their size or lift heavy objects such as boulders or carts with ease.
The Gorons of Hyrule have their own version of the Power Bracelets called the Goron Bracelet, granting the wearer with the strength of a Goron, which is currently protected by the Goron Patriarch.
Four other versions of the Power Bracelets can be found in the dungeons of Koholint Island, Labrynna, Holodrum and the Great Ocean’s Fire Mountain.

Roc’s Feather
Said to be a feather granted from the mythical flying creature, the Roc, it allows the bearer to jump higher and farther than is normally possible.

Rod of Seasons
A powerful tool that can control the order of the seasons created by the first Oracle of Seasons – the wielder can control the four seasons and change it at whim through the use of this artefact. The rod is currently sealed away, its location only known by the Oracle of Seasons.

Romani's Mask
This mask signifies the wearer is an adultand member of the Milk Bars located in Castle Town, Hyrule and Clock Town, Termina. It is only by wearing this mask that one can acquire the expensive vintage milk Chateau Romani produced by the specially-bred cows of the Lon Lon Ranch in Hyrule and the Romani Ranch in Termina.

Sage Medallions
Also known as Spiritual Medallions, these artefacts represent and hold the power of their respective sage. As a majority of Hyrule's sages remain clueless to their true destinies, these medallions are safely locked away in the Chamber of Sages in the Sacred Realm, waiting for the day when their respective sage will need to make use of their powers once more.

Secret Seashell
Hidden throughout Koholint island, these vibrant blue seashells are linked to unlocking the Koholint Sword.

Silver Arrows
The Silver Arrows are an arcane form of magic, who's origin is unknown. Records indicate the they hold the ability to defeat the Bearer of Power, Ganondorf. Some hypothesize that these arrows are actually a means of killing any being, even the Goddesses themselves. That remains to be seen as the current whereabouts of the Arrows are unknown.

Silver Gauntlets
The Silver Gauntlets are a magic piece of armor that the Gerudo people guard, that lies in the depths of the Spirit Temple. These gauntlets are able to lift immense amounts of weight.

Skull Mask
Commonly found in mask shops for children, there is nothing special about this particular mask - this mask in particular is popular amongst Skull Kids.

The Spiritual Stones
The spiritual stones act as a key to opening the doors of time in the Temple of Time. They are heavily guarded by their respective tribe.
  • The Goron’s Ruby, also known as the Stone of Fire is currently protected by the Goron Patriarch. It is worshipped by the Goron people.
  • The Kokiri’s Emerald, also known as the Stone of the Forest. It was once guarded by the Great Deku Tree, but in recent years has been entrusted to the Kokiri Boss.
  • The Zora’s Sapphire, also known as the Stone of Water is currently protected by the Zora Heir. It’s commonly referred to as the Zora’s engagement ring and believed that the holder will pass it down to the person they wish to marry.

Spooky Mask
Commonly found in mask shops for children, there is nothing special about this particular mask other than it glowing in the dark...and apparantly having been carved from the wood of coffins.

The Stone Mask
A mask that allows the wearer to become as plain as stone, allowing them to become almost completely undetectable by the naked eye.
The effects of this mask aren't effective against certain monsters and individuals, including Garo Ninjas, elite warriors and wizards. Creatures such as wolfos, redeads, stalchildren and Iron Knuckles will also notice the wearer.

Titan’s Mitt
The Titan's Mitt is said to be a glove that was once worn by a powerful, vengeful titan that went on a rampage throughout the world. They say that when he was struck down by a band of Heroes, these gloves were infused with his unworldly strength.

A relic of enormous power, left in an inaccessible realm by the Goddesses when they departed this world. Though this power could be used to better the world, those with knowledge of how to access it agree that the chance for it being used for ulterior motives is too great.

Troupe Leader's Mask
This mask was created in the image of the eldest brother of a family that played rival to the Romani Ranch in Termina, centuries ago. It's said to have a calming effect on the people related to that family, due to the constant flow of tears this mask creates.

The Windwaker
A conductor's baton with magical properties; it was used long ago by one of the King's of Hyrule to conduct a group of Sages when they played their song to call upon the gods.
The windwaker holds the power to change the direction of the wind - as well as to call upon and borrow the power of the gods.
Zora Armour
The Zora armour was crafted by a member of the Zora’s Royal Family, allowing the wearer to breathe underwater and swim as elegantly and swiftly as a Zora. The downfall to this magical armour is that is weakens the wearer to the effects of fire and ice, making those respective elemental attacks more effective against the wearer.
Only one set of Zora armour currently exists, and is in possession of the Zora Monarch.

Zora Flippers
A creation of the River Zora Royal Family, these flippers that allow the wearer to swim through the waters almost as gracefully as the Zora kind. They are widely sought by adventurers and warriors and can only be found within the River Zora's domains.

Zora Mask
Commonly found in mask shops for children, there is nothing special about this particular mask - with the exception of one and only one.

Zora Transformation Mask
Somewhere in the world, there exists a mask that houses the soul of the Zora Guitarist Mikau of Termina. This specific mask allows the wearer to transform into a Zora for as long as the mask is worn. Be warned though, the soul of Mikau remains. The current whereabouts of this particular mask are unknown.

Zora Scales
Shed from the skin of Zora, these scales hold the properties of the race, allowing any non-Zora in the possession of one to become adapted to water; the effects of these scales vary from scale to scale;
  • The Silver Scale allows the bearer to hold their breath underwater for longer periods of time, allowing them to swim deeper into the waters.
  • The Gold Scale allows the bearer to hold their breath underwater for an indefinate period of time, allowing them to remain in the water for as long as their bodies will allow.
Despite the Zora race being plentiful, these scales are not the easiest to come into possession of. There are parts of the world in which Zora have been captured and slaughtered for their scales, as such it is generally frowned upon to possess a scale that has not been gifted by one of the Zora.

History of Hyrule

Era of Creation

The world is created by the three golden goddesses. Din, the goddess of power, sculpts the land. Nayru, the goddess of wisdom, brings order to the world. And Farore, the goddess of courage, fills the land with diverse inhabitants. Their task complete, they depart from the world, leaving behind the sacred artefact known as the Triforce and leave the their creations under the watchful eye of Hylia, the goddess of time and her sister, Majora, the goddess of darkness.

Over time, Majora grew jealous of the love and praise her sister received, and attempted to use the power of the Triforce for her own gain. Enraged by her selfish actions, the golden goddesses banished Majora to a realm of darkness, of which the only source of light is are the Sol Orbs. Overtime, this place would come to be known as the Twilight Realm due to the eternal dusk-like phenomenon caused by the interaction between the Sol Orbs and the ever present darkness.

Majora would not fall so easily and her influence began to creep from the shadows, whispering in the ears of mortals and tempting them off the path of good. These individuals began to search for the Triforce and attempted to use black magic to attain it, only to be banished to the Twilight Realm alongside Majora.

Taking advantage of the isolation the first member of the Twilight Realm suffered, Majora took on a mortal form and bore a child with them who would go on to become the first of the Twilight Realm’s royal family. Her plans set in motion, Majora cast aside her mortal form and presumed her existence as a omnipresent deity within the Twilight Realm.

Era of the Goddess Hylia

With Majora banished, Hylia is left to watch over the world by herself. The demon king Demise takes this chance to rise and attempt to take the Triforce for himself. Hylia gathers the surviving humans and the Triforce and sends them to the skies, creating a thick barrier from the clouds to stop Demise from reaching the artefact. Through the valiant efforts of the other races combined with Hylia’s power, they drive Demise back and seal him away.

Era of the Sky

The seal of Demise’s prison begins to weaken and he sends the spirit of his sword to retrieve the Goddess Hylia, who has reincarnated herself into a mortal girl named Zelda.

A young man by the name of Link gives chase and both he and Zelda are pulled into a series of events in which Zelda recalls her memories as the Goddess Hylia and Link comes into possession of the Master Sword.

Demise is eventually defeated and his sword is lost to time. The master sword is returned to its pedestal and humans return to the surface world to live out their peaceful lives as demons no longer terrorize the inhabitants. However, Demise’s defeat is the beginning of a curse; the feeling of hatred and a lust for revenge for the goddess and the hero will continue to be reborn in a never ending cycle of reincarnation.

Era of Hyrule

The land known as Hylia eventually becomes Hyrule; the Hylians are descendants of Hylia and possess powerful magical capabilities. The world enjoys a peaceful and prosperous era, though it is not meant to last.

Era of Chaos

Knowledge of the Triforce becomes widespread and war breaks out. Rauru, the Sage of Light at the time constructs the Temple of Time which contains the only existing entrance to the Sacred Realm where the Triforce lies. The Master Sword is sealed behind the Door of Time and the Spiritual Stones of forest, water and fire that act as the keys to opening the doors are spread throughout Hyrule, placed into the protection of their respective people.

The descendants of Hylia, who were reincarnated as Princess Zelda, establishes Hyrule’s royal family and builds Hyrule Castle around the Temple of Time in an attempt to protect the sacred realm. All knowledge of the Triforce ceases to spread and eventually dies out, with only the Royal Family knowing about its power. The final key to the Doors of Time, the Ocarina of Time, is given to the Royal Family to be kept safe.

Majora has grown tired of being a forgotten goddess within her own realm and begins to tempt the mortals both within her own world and the light world once more – an artefact called Majora’s Mask is crafted by cults in her name. Cults also begin searching for the one connection between the world of the light and Twilight Realm, the rumored Mirror of Twilight that is said to be hidden within Hyrule.

The Era of the Hero of Time

War spreads out throughout the land of Hyrule. The war eventually diminished and unified through the King of Hyrule’s efforts. The Gerudo king, Ganondorf swears allegiance to Hyrule, but his true goal is to attain the Triforce.

He eventually launches an attack on Hyrule castle, and Princess Zelda flees with her nursemaid Impa. A young boy by the name of Link opens the doors to the Sacred Realm and comes into possession of the Master Sword, before falling into a seven year long slumber hidden within the Temple of Light at the heart of the Sacred Realm.

Ganondorf invades the Sacred Realm following Link’s actions, gains control of Hyrule and becomes the Demon King. When Link awakens, he gathers the six sages while travelling the ruined country. Once all six sages have been awakened, Link confronts Ganondorf and between the efforts of himself, Princess Zelda and the sages, Ganondorf is sealed away.

Peace returns to Hyrule and Link is sent back to his original time. He notifies the child Zelda of what’s to come and Ganondorf is executed for his plans of treason. Link departs for the world, never to be seen again and Queen Zelda rules over Hyrule, leading the country into an age of prosperity until her death.

Other Notable Events of this Era

  • In the neighbouring land of Termina, a Skull Kid comes into possession of Majora’s Mask. Consumed by the dark power of the mask, he summons a large monstrous moon-like sattelite that threatens to obliterate the land on the day of the Carnival of Time.
    At the same time, a young Link arrives in the land during his search for his companion fairy Navi, only to be sucked into the events. In the chaos and confusion, the moon is believed to be the planet’s actual moon and the residents of Termina are terrified.
    Through Link’s efforts, the four dieties that watch over the land of Termina are summoned in an effort to stop Majora’s Mask which has grown tired of its puppet and discards Skull Kid. Link follows the mask up into the summoned moon, and defeats it. Majora’s Mask is retrieved by the Happy Mask Salesman of that generation, the inhabitants of Termina rejoice with the Carnival of Time, the Skull Kid is forgiven by his friends and Link continues on to find Navi.
  • Link travels to the land of Holodrum and meets with the current Oracle of Seasons, Din and her traveling troupe. During the festivities, the ruthless General Onox attacks and kidnaps Din in his attempt to control the land, revealing her status as the Oracle of Seasons. Her imprisonment causes the Temple of Seasons to fall into the earth, and the seasons of Holodrum becam erratic. By collecting the eight Essences of Nature, Link is able to defeat General Onox, free Din and restore order to Holodrum.
  • Following Onox’s defeat in Holodrum, Link arrives in Labyrnna where he rescues an elderly lady besieged by octoroks. Unbeknownst to Link that the woman is possessed by the Sorceress of Shadows, who tricks him into moving a sacred barrier that had been protecting the Oracle of Ages, Nayru from becoming possessed by the sorceress.
    Now in control of Nayru, Veran departs into the past and causes havoc through Labyrnna’s timeline, convincing Queen Ambi of the past to build a tower. By taking up the Harp of Ages, Link is able to traverse time and collect the eight Essences of Time; halfway through his journey, he frees Nayru from Veran’s control, but Queen Ambi is possessed as a result. The construction of the black tower continues and Link returns to past Labrynna to battle Veran, freeing Ambi from her control and revealing Veran as a fallen Great Fairy. Link defeats her, and continues on his journey.
  • The Patron Deity of Koholint Island, the Windfish, falls into a deep slumber plagued by nightmares; monsters begin to ravage the island, terrorizing their inhabitants.
    Having grown weary of his travels and wishing for home, Link encounters a storm and is washed upon Koholint where he is saved by the songstress Marin. After learning of the islanders struggles, Link embarks on a quest to collect the Eight instruments of the Sirens. Combined with the Ballad of the Windfish, Link is able to fight the nightmares plaguing the guardian deity and defeat them, awakening the Windfish and reinstating their protection over the island. Link leaves the island but seemingly vanishes from the world, his fate unknown.

The Era without a Hero

Evil attempts to crawl back into Hyrule in search of the Triforce. The tribes of the country are gathered by the King of Hyrule and the country is led into war which lasts for five decades. Hyrule is victorious, but the losses are great and the tribes begin to place the blame on each other. The country is torn apart by pride and each of the races retreat to their own territories, sealing as much interaction with the outside world as possible.

Other Notable Events of this Era

  • Queen Érenn sa Vanna ascended the throne after her older brother was assassinated. She subsequently led the Sea Zora in many victories against the River Zora, establishing the Sea Zora dominance in Zora’s Domain and most waterways of Hyrule, the borders which would not see much change in the following centuries. Her strategic brilliance and legendary ascerbic wits earned her the sobriquet Queen Érenn the Sharp.
  • The House sa Vanna died out after its last king died without a heir in the closing years of The Era Without a Hero. A junior branch ascended the throne after a bloody civil war, claiming the name House de Mira. However, a branch of the House sa Vanna was rumored to survive as House Vann.

The Era of Twilight

Though the followers of Majora had searched for many years for the gateway into the Twilight Realm, they were too little, too late. Ultimately, this whole era was the result of the spiritual incarnations of the Sages' powers sending Ganondorf into the Twilight Realm to imprison him. Doing so allowed the Usurper Zant to claim power and to dethrone the Queen Midna. Eventually, using the power given to him by his new "god" Ganondorf, Zant invaded the World of the Light and cast a spell of Twilight over Hyrule. In the end a new hero arose in the form a country boy from the neighboring province of Ordona, who saved Hyrule and the Twilight Realm with the help of the Queen of Twilight, Midna.

When Midna departed this world back to the Twilight Realm via the Mirror, she used her powers to truly shatter the mirror which should have completely severed the link between the two worlds. However, believing that the Twilight Realm no longer posed the same dangers it once did, Zelda commissioned help from local sorcerers and magicians to help reestablish the bridge between the two worlds. Overtime, the followers of Majora infiltrated this group and when the bridge was finally established, they saw their opportunity and moved to seize it.

Other Notable Events of this Era

  • Queen Rutela de Mira was executed, leaving the Zora Kingdom in the hands of various regents until Prince Ralis de Mira reclaimed his title and led the Zora Army in helping the Hylian forces pushed back the Twili Invaders. He was subsequently known as King Ralis the Lightbringer.

The Divided Era (The Present)

Hyrule remains divided, leaving it vulnerable to malicious influence. Evil once again begins to creep into the land of Hyrule in search of the sacred Triforce.
Zora History contributed by Thyme.


This is a referral guide of the more common enemies of Hyrule and its neighbouring lands. If there’s a creature or monster not mentioned on this list that you’d like to see on, please PM a member of staff!
Statues that come to life when others approach it, but hopping around madly on their pedestals. Armos are virtually impossible to defeat, invincible against all weapons though will self destruct themselves given time, in which it’s best to run for cover! Armos can also be temporarily immobilized through bomb explosions.

Hazy balls of fluff, Black Boe reside in shadowy areas, such as the depths of dungeons and in thick, dark wooded areas, while White Boa can be found residing in cold and snowy environments. They blend into the natural environment, making it difficult to see them outside of their yellow, glowing eyes.
Though they are relatively weak and easy to defeat, they attack swarms, as that’s the only way they can gain the upper hand.

Imp like monsters capable of wielding weapons and are surprisingly intelligent. They aren’t overly powerful, though can become a nuisance when attacking in groups. If disarmed, they’ll attempt to find the nearest weapon, or as a last resort, fight hand-to-hand. They commonly team up with Moblins.

Green skinned bandit like monsters with horns, Bulbins act like bandits – pillaging camps and occasionally attempting to take on resourceful villages. They’re adept at wielding clubs and bows with flame or explosive arrows, and can be found riding the land of Hyrule atop Bullbos.

A boar-like creature that commonly roam Hyrule, these monsters make both sturdy mounts and a source of meat. They’re incredibly tough to defeat, and an enraged Bullbo is a dangerous beast. When rampaging, it’s best to let the Bullbo run into a wall or off a cliff – even their Bulbin riders have difficulty controlling a Bullbo when it’s out of control, and are more likely to be knocked off their backs and trampled.

Buzz Blob
A jelly-like creature that wiggles around sluggishly on what appear to be feet – these creatures are charged up with electrical currents. Striking them with a close-range weapon such as swords or spears is unwise, and liable to get the attacker electrocuted. It’s rumoured that sprinkling magic powder or mystery seeds have an interesting effect on them...

Similar in appearance to Buzz Blobs, Chuchus gelatinous monsters that come in a wide variety of colours that can be found worldwide. They often attack in groups, making eerie squeaking sounds and giggles, though they are relatively easy to defeat.
The jelly from their bodies are actually used for medicinal purposes and can be brewed into magical potions to restore health and magic.

Dark Nut
Clad in heavy-duty armour, Dark Nut’s are difficult to defeat. They appear as knights, wielding swords or maces and shields and displaying an expert prowess in combat. They are rarely found in open areas such as Hyrule field or forests, preferring to guard and lurk in the many dungeons spread across the world, often guarding the treasures that they hold.

Deku Baba
A carnivorous plant well known for their nasty tempers and vicious bites, found in forests and swamps. Deku Babas are bound to the area they grow from, though they camouflage themselves as regular plants, hiding in the foliage as they await an unsuspecting traveller to pass by before striking with a bite or blowing toxic gas into their face.
They are liable to regrow if their root remains intact – cutting the head or the stem stop it temporarily while it regenerates. They’re an excellent source for deku nuts and sticks.

Deku Scrub
Deku Scrubs will shoot deku nuts from their mouths at any possible threats, before ducking back into the ground. Plant-like creatures with leafy hair and wooden skin, Deku Scrubs are an intelligent race – when not under threat they may act civilly, acting as merchants and spreading rumours or information when it benefits them.
The Deku Scrubs of Termina have their own functioning society and Royal Family, residing in the Southern Swamp.

Similar to their Lizalfos cousins, Dinolfos are bipedal dinosaur-like monsters with more intimidating appearances, thicker hides and clad in heavy duty armour. Where they lack the agility of Lizalfos, they quickly make it up with physical prowess, delivering powerful hard hitting blows against their opponents.

Bipedal lizards, Dodongos feature thick skins that make it impossible to penetrate with regular weaponry. Dodongo’s mouths and tails act as a weak point, though these monsters can breathe fire and attack using their tails, knocking even the most resilient hero off their feet. They generally roam mountainous or volcanic environments, where Gorons make use of their scales for bomb bags and tunics.
Not all Dondogos are hostile – some in Labrynna and Holodrum have been noted to be docile and friendly.

Floormasters & Wallmasters
Nasty creatures resembling arms and large hands that take pleasure in holding their targets down while their companions tear the victim to shreds, commonly found in the depths of the darkest dungeons spread along the world. Additionally, they also have a mischievous streak, seizing wanderers from one dungeon room and abandoning them in another.

Also known as Garo Robes or Garo Ninjas, the Garo originated from a country outside of Termina, making enemies with the Ikana Kingdom. In the past, they regularly sent spies to gather information and have continued to haunt Ikana Canyon long after their death.
They attack with ninja-like reflexes, swiftly wielding long swords during battle. Garo hold a code of honour – in the event they are defeated, they will surrender their knowledge to their opponent before commencing their suicide ritual, as not to leave a corpse.

Similar to ReDeads, Gibdo are flesh eating mummified corpses that stumble their way towards unfortunate travellers in packs. They are notably stronger than their ReDead counterparts, and paralyse their targets in fear with a high pitched shriek.
Gibdo have a notable weakness to fire, sunlight and hold a strong dislike for a song called “Goodbye to Gibdos” composed by a scientist in Termina, causing them to retreat into the ground upon hearing the tune.

Wolf-men that commonly wield boomerangs, these monsters are effective in both close and long range combat. They roam the depths of dungeons and caves, often searching for food when not answering to the orders of a higher being.
Not all Goriya are hostile, some making their homes in caves quite content to watch the world pass by or offering wares through trade.

Crow-like birds that roam the skies of desert and lake regions in flocks, that home in on their target and stalk them with stubborn determination. Guays often pinch sparkling or shiny objects, such as rupees, before flying off into the sky. Hatchlings can and have been trained in the past to return to a specific point to drop their spoils, making them a favoured pet of thieves and pickpockets.

On the Great Sea, Gyorg's commonly appear as monstrous sharks, ramming small boats with the tough exoskeletons on their head before tearing their victims to pieces below the waves.
Around Termina's Great Bay area, only one Gyorg exists; a monstrous fish that captures its victims in its powerful jaws and dragging them to the depths of the oceans before eating them. Even out of the water, the Gyorg of Termina can leap from the waters to snatch it's prey back below the surface. It may also expel smaller fish from its body, sending them to hunt for food. They can sense the movement of other creatures through vibrations through the ocean.

Iron Knuckle
Similar to Dark Nuts, these large and heavy armoured foes can be found in desert temples, protecting the treasures of the ancient buildings. The bodies inside the armour have long since diead, now animated by powerful magic. They are coated in heavy duty armour and wield deadly weapons such as battle axes that can smash through columns and walls with ease. Though powerful and deadly, Iron Knuckles are slow with the weight they must carry, so attacks can be avoided with calculation.

Three tailed foxes that have golden fur and black tipped tails, these creatures hold a love over quizzes and riddles. They are a mischevous, benevolent race that often hide in natures surroundings, occassionally approaching travellers with the intentions of playing games and rewarding the individual for their efforts.
It’s said that Keaton recognise each other through the sheen in their tails.

Bat-like creatures that can be found worldwide, roaming the dark skies of the night or hiding in caves and dungeons. They take on a multitude of elemental characteristics, such as fire and ice, attacking their targets with their respective element upon contact. They are relatively weak, easily dispelled with a multitude of weaponry, though they are swift and easily missed as they flutter around their target.

Like Like
Large disgusting gelatinous monsters with a voracious appetite, Like Likes consume their target by sucking them in through the mouths at the top of their bodies. They rarely consume a whole body, preferring to rob their victims of beloved objects such as clothing or shields before spitting them back out, though defeating the monsters will result in the items recovery.
They often reside in dark, damp areas, and can traverse the ocean floor with ease.

Bipedal lizards clad in armour and wielding weaponry, Lizalfos are deadly agile warriors that leap and dance around the battlefield with ease though they are physically weaker than their Dinolfos cousins, possessing softer hides that can easily be penetrated and damaged by blades.
They often approach their targets in pairs, working as a tag-team, delivering fast hitting blows.

Often mistaken for Zora, mermaids do inhabit the ocean waters of the world, though they are more commonly seen around Koholint Island. With the upper bodies of humans and the lower body of a fish, these mythical creatures are granted with beautiful singing voices. They are relatively wary of the human species, but have been known to get on with the Zora race.
It’s possible they have a connection to the creation of the mermaid suit and the Mermaid’s Cave located in Labrynna.

Appearing as towering, anthropomorphic pigs or bulldogs, Moblins are fierce warriors wielding weaponry such as swords and shields. They have a keen sense of smell, their snorts echoing in the woods close to the Forest Temple or in Dungeons where they’re known to appear and reside.
Though large and powerful, Moblins aren’t particularly intelligent, and can easily be tricked. They are often seen with Bokoblins.

Residing beneath the waves of lakes and oceans, Octorok prey on unfortunate travellers by shooting projectiles from their mouths while unfortunate swimmers will find themselves tangled in the monsters tentacles before dragging their victims down to a watery grave.
A variation of Octorok have adapted to living on land, slithering around the grounds of Koholint Island, Holodrum and Labrynna.

Flying monsters that resemble a plant or a pineapple, using the blades at the head or the base of its body to take to the air like a helicopter. They are generally passive, though calculative and will give chase to those that wander to close to their nesting grounds.
During the night, they bury themselves into the earth, with only their blossoms poking out from the ground and will not surface until dawn has broken, making the areas they reside in passable without fear of attack.

Wraiths donned in tattered cloaks and carrying lanterns that haunt varying terrains of the world. They are identifiable through the lanterns they carry, their light carrying across open spaces of land. Though they can be found worldwide, they prefer dark, gloomy locations such as dungeon temples or graveyards, and rarely appear in the daylight. When they turn intangible, their lanterns will remain in view, making it easy for their opponent to distinguish where they are.
Poes are mischievous creatures, and their spirits can be bottled and traded with various individuals for a sum of rupees.

Undead monsters that emit a piercing shriek that cause even the most courageous soul to quake in fear. ReDeads are resilient to weaponry, though can easily be burned by fire and flee in the sunlight. They often attack in hoards, tearing the flesh of their victims from their bodies with claws and teeth.

Venomous snakes that are usually docile until outsiders enter their territory. They immediately target any wanderers into their territory and bite their victims, though they are relatively weak and easy to dispose of.

The ocean variation of the Peahat, Seahats resemble large puffer fish with propeller like fins that allow them to hover a short distance from the waters surface and attack passing boats and ships. Like Peahats, they are fiercely territorial, attacking whoever is unfortunate enough to wander into their territory in large groups. They can only be found across the Great Sea.

Shadows, or dark reflections are born from already existing individuals that reside in the world. They are usually a twisted or corrupted version of their original counterpart. They are more than mere monsters; they are a battle against their original counterparts, sharing the same strengths, weaknesses and skills though shadows have the added bonus of being able to travel via natural occurring shadows and darkness.
Most of these entities are dredged up by shadow magic, usually by a sorcerer attempting to put a "hero" in their place, designed to seek their original out to face them in battle; but some shadows can occur naturally where there is a high, concentrated energy of negative emotion and possess minds of their own.

As their name implies, skullfish are a skeletal marine creature that act similarly to piranha, roaming the ocean floors in search of their next meal. They often attack in schools, tearing at their victims with their powerful, sharp teeth.

Skull Kid
It’s said that regular children who become lose themselves in the Lost Woods are doomed to wander forever, turning into Skull Kids. These imp-like individuals are mischievous and curious; they are usually friendly and relaxed, playing music and games through the woods. They immediately turn hostile in the presence of an adult, firing projectiles from their flutes.
They have a fascination for masks, commonly believing their faces aren’t overly intimidating.

Spiny Beetle
Initially docile and shy critters that hide beneath rocks and grass, adapting them as shells in a similiar fashion to turtles. When discovered, these creatures will chose one of two options - they will either flee from their discoveror, or turn around and attack, biting and nipping at their victims.

Stalchildren are skeletal beings that rise from the grounds during the evening hours – their haunting giggles can be heard through Hyrule’s field. They often attack in hoards, though their bodies are relatively weak and quickly fall to skilled warriors.
Some Stalchildren, such as the fallen battalion group in the Ikana Canyon of Termina hold the ability to talk, and hmay act with friendly intent under certain circumstances.

If children that are lost to the Lost Woods become Skull Kids, then adults that are doomed to forever wander the wooden corridors of the labyrinth like forest become Stalfos; large skelatol warriors often wielding swords, shields and armour that attack travellers immediately on site, these adversaries are skilled in the art of combat and though their bones are easily smashed, they won't go down without a fight.

Manta-Ray monsters that expel an electrical charge when they come within direct contact of their victims. They often travel in packs, sensing for vibrations in the water that will lead them to their next meal. They can actually survive outside of water, floating around the air with their powerful fins, on the condition the surrounding area provides enough moisture.

The Subrosian race live in the volcanic world of Subrosia, connected via portals through Holodrum and Labyrnna. A secretive race, they keep their bodies covered in long, heavy cloaks.
They enjoy hot activities, such as dancing or soaking in lava baths. Instead of using rupees, the Subrosia’s used Ore Chunks as a form of currency.

Commonly found on the mountain paths or gliding across lake surfaces, Tektites watch the world through their single eye glowing eye, giving chase to travellers that venture too near them. Their legs are strong and durable, hopping across surfaces to reach their targets.

Wizzrobes can be found throughout the world - they hold a more mage-like appearance on land, whereas the Wizzrobes of the Great Sea take on a more anthropomorphic toucan-like appearance.
They are powerful sorcerers, conjuring offensive magic in their targets direction, floating out of harms way in the air and teleporting around the area to disorientate their foes. They rarely act independently, often working under the orders of a higher up.
The colours of their robes often indicate the elemental magic they control.

Despite their relations to wolves, Wolfos rarely travel in packs. They prefer to roam forested areas, attacking travellers for food with nasty bites and large monstrous claws. They possess great intelligence, protecting their weak points when confronted by warriors, and will flee if they realise they cannot defeat their opponents.

Zol can easily be mistaken for Chuchus or Buzz Blobs, as their bodies are gelatinous, slithering along the floors of dungeons and dark forests. Though relatively weak, when struck, their bodies separate into smaller creatures known as Gels. Though Gels pose little threat, they can attach themselves to one's body, causing them to slow down to make them an easier target for other surrounding creatures such as Moblins or Stalfos.


Basic elemental magic and elemental manipulation is common for most magic users; healing and illusionary magic are slightly more advanced.
More powerful offensive magic, complicated spells and curses are usually limited to the more dedicated such as witches and wizards that have been studying the practice for years.

Some races are limited to specific elemental magic;

  • Kokiri/Koroks are limited to Earth and Nature elements - some rare cases may use Water.
  • Gorons are limited to Fire - some rare cases may use Earth.
  • Zora are limited to Water and Ice - River Zora may dabble in some Fire given their natural ability to breath fire.
  • Rito are limited to Air - some rare cases may use Lightning.
  • Sheikah are limited to Shadow - though some, dedicated cases may expand into the other elements.

Unique abilities, spells and magic outside of basic elemental and minor healing magic are judged on a case-by-case basis.
We look for well thought out abilities that are clearly explained and balanced with drawbacks and/or limits to weigh out the benefits.

Magic that allows control over another character, or possession are permitted on the basis that they may only be used with permission from your role-playing partner beforehand.
When writing up abilities, the experience of the character should also be reflected – a child learning magic is bound to make mistakes and hold weaker power to those that have been studying the subject for twenty or more years.

Banned Abilities

  • Time Travel Characters cannot travel through time outside of planned events and staff approved story arcs.
  • Invincibility Characters must be able to take damage/harm and are susceptible to death.


Below is a list of (both canon and member created) festivals and holidays celebrated throughout the world.

Festival of the Golden Goddesses 1st of Spring

Celebrated By: Everyone.

The first day of spring marks the birth of a new year and is not only celebrated in Hyrule, but by various races and cultures throughout the world. It differs from region to region;

In Hyrule the residents celebrate the festival as the day of when the Golden Goddesses descended from the heavens and shaped the land. With a huge feast, merriments and parties, some celebrate in the privacy of their homes amongst family and friends, while others gather for a grand party in the social hub of their territories. Very little work is accomplished on this day, and the rulers of each territory more oft than not make some sort of speech.

Carnival of Time 1st of Spring

Celebrated By: Inhabitants of Termina

In Termina, the 1st of Spring is celebrated somewhat differently; while there is much celebration across the country, the largest draw of attention is to Clock Town where they celebrate the carnival by carving marks and pray for a good harvest in the year to come; the celebration focuses on the harmony between nature and time and paying homage to Termina’s own guardians, the Four Giants.
The carnival in Clock Town is a such a spectacle to witness that it attracts tourists from all over the globe, so much that finding a room at the inns is near impossible. On the eve of the 31st of Winter, crowds gather and wait in anticipation for the Clock Tower’s entrance to open at the stroke of midnight, allowing the townspeople access to the tower and the clock face to pray, followed by merriment and dance while myriads of colour fill the sky from fireworks. To help celebrate, many businesses hold music performances and parties.

It is said if a couple united on the Carnival of Time and dedicate a mask as a sign of their union, it will bring luck to their marriage.

The Festival of Life 7th of Spring

Celebrated By: Hylians/Humans, Kokiri, Rito, Gorons

Dedicated to the Goddess of Courage, Farore, this festival celebrates the end of winter and the coming of new life. Now that flowers are blooming, farmers are planting their crops, and new animals are coming into the world, people take the chance to ask the Goddess Farore for her blessings for a fruitful year. There's a lot of dancing, especially for children who represent new life, adorned with flower crowns and light, floaty clothing.
The Kokiri specifically plant flowers on this day for the coming year.

Festival of Hylia 14th of Spring

Celebrated By: Hylians, Humans, Sheikah

The day dedicated to the Hylian patron Goddess Hylia; men traditionally wear green to symbolise Hylia's chosen hero while women wear white.
A young woman is chosen to be "the Goddess", acting as the master of ceremonies. Each town/village has their own Goddess, usually chosen by the elder or leader. In Castle Town, the first born princess is expected to carry this role.
Each Goddess gives some sort of speech and then chooses a "hero" to dance with; if this is not their sweetheart then it is usually a respected member of the community.
It's also seen as a chance by the general public to confess to the one you love; young women usually gift their chosen "hero" with a sailcloth - though a cape (usually gifted by the middle class) or handkerchiefs (poorer district) sewn by hand are also acceptable alternatives.

Firefly Fesitval 1st of Summer

Celebrated By: Kokiri/Koroks

The arrival of summer means longer days, shorter nights, warmth and more time to play! The forest is decorated with strings of colourful paper lanterns, games are played around the Greak Deku Tree and before the suns setting, the Kokiri gather to share a meal together before huddling together to watch the first of the summer fireflies appear in their glorious bright blazing colours.

The Festival of Fire 15th of Summer

Celebrated By: Hylians, Humans, Rito, Gorons

Situated in the very middle of summer, this festival is dedicated to the Goddess of Power, Din. Taking place in the social hubs of each territory, a tournament of strength runs for those wishing to show off their power followed by a party around a huge communal bonfire and a fireworks display as the sun sinks into the horizon.

The Agricultural Festival 27th of Summer

Celebrated By: Mainly Humans and Hylians though it attracts tourists from other walks of life.

In Hyrule, the Lon Lon Ranch traditionally plays host to the Agricultural Festival; this is a chance for farmers and ranchers travel from Ordon and Kakariko to exhibit their prized animals and produce, where they’re inspected by a board of judges. Tourists from Castle Town and smaller villages travel to browse the farmers market featured here giving craft owners a chance to promote their own wares. At the end of the day, there is a large party.
In the past, members of the other races such as the Gorons and Kokiri would visit and even participate, but in current times due to the strain between communities only the human, Hylian and Sheikah races attend this gathering.

In Termina, the festival takes place at the Romani Ranch (Milk Village).

Harvest Thanksgiving 28th of Autumn

Celebrated By: Humans, Hylians, Gorons, Kokiri

Also dedicated to the Goddess of Courage, this festival is to thank Farore for a bountiful year and celebrate a successful harvest. Taking place in the social hub of each territory, there's plenty of food both grown and forged. Similar to the Agricultural Festival, merchants open up stalls to show off their best crafts and sell resources for the upcoming winter, often at discounted prices or with better deals.

Lantern Festival 31st of Autumn

Celebrated By: Hylians, Humans, Sheikah

With the skies growing darker faster, families light lanterns outside their homes to ward off “evil spirits”, as well signify the approaching winter. From this point on, outdoor street lanterns remain on almost indefinitely. In more recent generations, young children in the towns and villages have begun carving masks and dressing as skull kids or poes to help ward off the monsters, roaming the streets with their lanterns after dark in search of sweet treats.

Music Festival 15th of Summer

Celebrated By: Hylians, Humans, Sheikah, Zora, Rito

Dedicated to Nayru, the Goddess of Wisdom. Many gather in their cathedrals, churches, temples and concert halls to honour Nayru through song, poetry, dance and plays. It is seen as a chance to show off ones creativity and knowledge; very little “hard” partying takes place during this day – any alcohol consumed is commonly wine instead of beers or ale.

Winter Thanksgiving 15th of Summer

Celebrated By: Everyone

With the snowy season making it difficult to work outdoor and travel, this festival is seen as an opportunity to forge stronger bonds with family and friends while thanking the Goddesses for what you have in life.
Usually celebrated privately at home, Winter Thanksgiving is the day where people swap gifts, eat together and celebrate. Some masquerades and balls occur nearly a week before the actual festival date, in order to encourage people from their homes to socialise and be merry.

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