Friday, May 13, 2016

Beyond the Hylian Wall - Races

Several weeks ago, I presented a concept for a Legend of Zelda campaign using the Beyond the Wall rules. Today, I thought I'd post a VERY rough draft of the races that players can eventually use once they discover them within the world.

These races are based upon the suggested rules for non-human characters presented in Appendix II - Optional Rules on pg. 24-25 of Beyond the Wall and Other Adventures - Core Rules. Currently, I have yet to actually test any of these at the table. Feel free to offer suggestions or alternatives in the comments.


GORONS
The Gorons are a humanoid, rock-eating race that dwell in the mountains scattered throughout the land that used to be Hyrule. They are physically imposing creatures, possessing a height and size almost double that of an average human, and develop rocky growths on their backs as they age. Most Goron clans have a friendly, brotherly culture that is fire and passion. Gorons receive the following traits: 
Goron Vision - Gorons may see in any light. So long as their surroundings are not pitch black, they can see as well as humans in full daylight.  
Strength of Stone - Gorons have an endurance far beyond the other races, and therefore have hit dice of one greater die type than their class would suggest. For example, a goron rogue has d10 hit dice instead of the usual d8.  
Clumsy - Gorons are not the most graceful individuals. Gorons may never have a Dexterity score higher than 10.



KOKIRI
The Kokiri are a cautious and secretive race native to Kokiri Forest. They are a child-like people, looking like a human adolescent with slight, pointed ears. The Kokiri are generally seen as a peaceful people who hold great reverence for nature, especially the forests of Hyrule. Kokiri are a very rare sight in the world, with most humans believing them to be only a myth. Kokiri receive the following traits: 
Unaging - The Kokiri maintain their youth for their entire, long lives. Some Kokiri believe they will live forever as long as they remain in their forest home. They automatically resist all forms of non-magical disease and poison and cannot die from natural causes.  
Small Stature - Being small hurts in a fight. Kokiri may never have a Strength score higher than 10, and may only use weapons which do 1d4 or 1d6 damage. 


ZORAS
The Zora are an aquatic race who inhabit the lakes and rivers of Hyrule. They are generally covered in silver scales, giving them a pale blue sheen from a distance. Instead of hair, a large number of Zora have rear-hanging caudal extensions of their heads shaped like a dolphin's tail and large fins upon their arms and legs. They are a very territorial race, fiercely protecting the waterways they call home.
Amphibious - Zoras possess the ability to exist both within the waves and on land. Zoras can breathe both water and air.  
Child of the Water - Zoras are at their best when in the water, allowing them to show off their natural grace and skill. Zoras receive a +2 bonus to Strength and Dexterity ability score checks while fully submerged in water.  
Water Dependent - A Zora's body requires regular submersion in fresh or salt water, growing weaker when they do not. Zoras who spend more than 1 day without fully submerging themselves in water suffer a -1 penalty to all ability score checks.