Races

TLoZ D&D (4E)

Races

Here are the races available for player character use. I may use other races as NPCs, and you’ll just have to deal with that. For example, no one will ever play as a Rito, because flight, in any capacity, is too powerful before level 16 to just give (even as a daily power — no, I am not going to gimp it so you can play it — no, you will not make a Rito for me to look over — yes, that’s fine for your own campaign — no, I am not interested in playing a Rito in your campaign — yes, I am quite sure — no, really — I am leaving to go get something to eat). For your first characters, you cannot play as a hylian for story reasons (no, you can’t play a female Link — no, that’s actually kinda creepy — yes, it is). Deal.

Fun Fact: The human is essentially unchanged from the book. To my memory. I usually play the odd races, so I don’t really remember.

Human

The most common people, yet capable of great heroism and deeds.

Racial Traits

Average Height: 5’6" – 6’2"
Average Weight: 135 – 220 lbs.
Ability Scores: +2 to one ability score of your choice.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must still meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Defense Bonus: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Bonus At-Will Power: You know one extra 1st-level at-will attack power from your class

Humans are everywhere in the world, each individual fulfilling one of life’s myriad duties. Yet, humans are largely without power; while the three Golden Goddesses apparently favor the hylians, and each of the other races has some special qualities about them, the world’s humans are left to fend for themselves. Human heroes have risen and fallen with the heroes of other races, but it is mostly the humans that remember them. Somehow, one of the most populous peoples has faded into the background of legends, myths, and bardic tales.

Yet, the time of human heroes could be coming. Humans have proven themselves countless times in the past, and will likely continue to do so until time itself ends. Humanity is eminently capable, as human kingdoms and whole civilizations have risen and fallen in the past. Ikana, Ordon, and Kakariko are all examples of humans excelling as a predominantly human community. Perhaps the time has come for human heroes to stand and be remembered…

Play a human if you want…

  • to play an underdog adventurer.
  • a character who is an average person caught in the world’s tumult.
  • to be boring. Honestly, we all know that “just human” is a crime against elvanity.

Hylian

A wise people with magic-infused blood, capable of incredible magics.

Racial Traits

Average Height: 5’3" – 6’0"
Average Weight: 120 – 180 lbs.
Ability Scores: +2 Wisdom, +2 Intelligence/Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Hylian
Skill Bonuses: +2 Diplomacy, +2 Religion
Divine Favor: Whenever you spend a healing surge, you gain temporary hit points equal to your Wisdom modifier.
Hylian Warrior: You gain proficiency with the spear and the short sword, as well as with the light shield.
Magic-Infused Blood: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.

The kingdoms of Hyrule have come under attack from many different opponents in their long histories. And, with each victory and defeat, the hylian people have grown stronger, and have strengthened their connection to the divine. Though the goddesses Din, Farore, and Nayru created all of the world, and all of its inhabitants, hylians believe that they were chosen above all others to stand in their light and share in their power. Now spread across the world’s populations, hylians make their way wherever they can, as the supremely adaptable that they are.

As time has passed since hylians first gathered and founded their kingdoms, their ears and their pride have grown, both supposedly thanks to the voices of the divine sisters. Over time, the kingdom of Hyrule has come to stand as a bulwark of light against the world’s grasping darkness, but not everyone agrees that Hyrule is right in every choice that it makes. Every race, and every kingdom, has its secrets.

Play a hylian if you want…

  • a character capable of great skill and foresight.
  • the magic blood of your ancestors.
  • to pretend to be Link for awhile. Hey, it’s cheaper than spending $50-60.

Sheikah

Ancient clans of people with a shadowy past, known for keeping secrets and seeking truth.

Racial Traits

Average Height: 5’3" – 5’11"
Average Weight: 115 – 170 lbs.
Ability Scores: +2 Dexterity, +2 Intelligence/Charisma
Size: Medium
Speed: 7 squares
Vision: Low-light Vision
Languages: Common, Sheikh
Skill Bonuses: +2 Insight, +2 Stealth
Shadow Blood: You are considered a shadow creature for the purpose of effects relating to creature origin.
Walker in Darkness: Whenever you use a teleportation power or are subject to a teleportation power from an allied source, you may move an additional square. This bonus increases to two squares at level 11, and to three squares at level 21.
Shadow Slip: You can use shadow slip as a daily power.

Shadow Slip Sheikah Racial Power
You sense danger, and slip between shadows to a safer location.
Daily + Teleportation
Immediate Interrupt Personal
Trigger: You are attacked with a ranged, close, or area attack.
Effect: You teleport 2 squares. If you are still within the triggering attack’s area, you gain a +3 bonus to the appropriate defense until the start of your next turn. If you aren’t, the attack misses you.

Long centuries ago, several clans of a secretive people fell victim to power in their search for ultimate truth, and bound pieces of their souls, as well as those of their families, to an enigmatic world of shadow. Over the next hundreds of years, persecution, crusading, and internal strife tore the clans from each other, and ripped them apart from within. In modern times, the dark souls of the sheikah, the last remnants of the ancient clans, serve a variety of masters. Yet, their independence remains — many serve themselves before all others.

A single clan chose differently a few centuries ago, seeking the protection of Hyrule’s king in return for serving him and his line as faithful guardians. In these desperate days, only this single clan remains in regards to sheikah organization; all others have been annihilated, or lost themselves to darkness. Still, individual sheikah eke out livings in secret, with or against the laws of their homes. They continue to search for truth, even as their race appears to be ending. The sheikah people were once proud, but pride and power proved to be their downfall, and not every modern sheikah has learned the lessons of his or her forebears.

Play a sheikah if you want…

  • to utilize the darkness to serve your own ends.
  • a cursed character that seeks to reorganize his or her people.
  • to have a sad, grimdark soul that writes depressing, grimdark poetry.

Gerudo

A predominantly female people whose history is steeped in mysticism.

Racial Traits

Average Height: 5’4" – 6’2"
Average Weight: 125 – 210 lbs.
Ability Scores: +2 Charisma, +2 Constitution/Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 History, +2 Thievery
Desert Pragmatism: You gain an additional +1 bonus to attack rolls versus enemies that you have combat advantage against.
Gerudo Skill Training: You gain training in one additional skill from your class skills list.
Graceful Courage: Whenever you use a second wind while in combat, add your Charisma modifier to your AC until the end of your next turn.
Nomad’s Lore: You can use nomad’s lore as an encounter power.

Nomad’s Lore Gerudo Racial Power
You are a wealth of knowledge, much of which is, at some part of its core, actually true.
Encounter
Minor Action Close burst 5
Target: You or one ally within range.
Effect: The target gains a bonus to its next Arcana, Dungeoneering, History, Nature, Religion, or Streetwise skill check equal to your Charisma modifier.
Special: You may use this power only once each round, but can use it twice per encounter.

Partly nomadic at heart, the gerudo people have established kingdoms and the like in the past, but have largely kept to their travels. As a result, they are a knowledgeable and skilled people, but are regarded with suspicion by many. Gerudo women are responsible the world over for thievery and temptation; at least, they are in the eyes of other kingdoms’ women, who carefully watch as caravans of beautiful gerudo roam into town from the wilderness outside. Whether for hearts, goods, or wallets, gerudo women are renowned (sometimes quite accurately) for stealing.

Male children are quite uncommon among the gerudo, and legends tell that gerudo men are born with exceptional power. Gerudo men are said to be born once in 5,000 births, and the gender ratio often seen in gerudo communities reflects this abundance of women. The gerudo often take husbands from other races, generally hylians. Children of gerudo women are kept with the mother, with particularly nasty ones ending the lives of their lovers in order to keep their babies. However, most gerudo men and women are quite normal people who are simply trying to make a living in an often harsh world.

Play a gerudo if you want…

  • to play a misunderstood character with a fatal attractiveness.
  • a traveler with knowledge in a wide variety of subjects.
  • to have be a pretty tan kid with a problem.

Deku

A people composed of wood and leaf, protectors of their living homes.

Racial Traits

Average Height: 4’6" – 5’8"
Average Weight: 85 – 140 lbs.
Ability Scores: +2 Constitution, +2 Dexterity/Wisdom
Size: Small
Speed: 6 squares
Vision: Low-light Vision
Languages: Common, Fey
Skill Bonuses: +2 Acrobatics, +2 Nature
Blood of the Forest: You have resistance to poison equal to 5 + 1/2 your level.
Floral Origin: You are considered a plant for the purpose of effects relating to creature origin.
Foliage Dancer: You gain a +2 bonus to AC against opportunity attacks.
Puddle Skipper: You can move normally across water, but you must end your movement on a solid surface. If you do not, you immediately grant combat advantage until the start of your turn after leave the water. You cannot charge across water.
Seed Spit: You can use seed spit as an encounter power.

Seed Spit Deku Racial Power
You can eject the bulbous seeds of your home at a decent speed, enough to batter a distant opponent.
Encounter
Standard Action Ranged 10
Target: One creature
Attack: Dexterity or Wisdom +2 vs. AC
Hit: 1d4 + Dexterity or Wisdom modifier damage, and the target is dazed until the start of your next turn.
Increase to +4 bonus and 2d4 + Dexterity or Wisdom modifier damage at 11th level, and to +6 bonus and 3d4 + Dexterity or Wisdom modifier damage at 21st level.
Special: When you create your character, choose either Dexterity or Wisdom as the ability score you use when making attack and damage rolls with this power. This choice remains throughout your character’s life and cannot be changed.

Deku are made from the same plants as their surroundings; commonly found in swamps and in forests, they are a mischievous people who tend to guard themselves against outsiders. A deku looks, and truly is, quite different from nearly every other race, and this difference in appearance has seen them singled out as shifty and untrustworthy many times in the past. Earning a deku’s trust is difficult, but entirely worth it — they make great friends once that bond has been built, and are steadfast allies in times of trouble.

Unlike most races, deku are completely egalitarian, and the idea of gender roles can seem very odd to them. Of course, mother and father play an equal role in a deku’s budding; this need for both males and females is common in deku society. Men and women whose spouse has died are given mourning gifts for a year while the remaining deku realigns him or herself to life, and these people often become teachers and advisors, or otherwise take positions that lend themselves to travel. It would be wrong to believe that most, or even many, deku adventurers are widows or widowers, but it is a commonplace occurrence.

Play a deku if you want…

  • a mischievous character capable of great feats of movement.
  • to be a part of your verdant home.
  • to be stuck as one of the most pigeonholed masks. Seriously, what was up with that?

Goron

Brothers of the hills and mountains whose skill in crafting is legendary.

Racial Traits

Average Height: 5’8" – 6’8"
Average Weight: 265 – 350 lbs.
Ability Scores: +2 Strength, +2 Constitution/Wisdom
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, Goron
Skill Bonuses: +2 Endurance, +2 Intimidate
Mountain Dweller: You have your choice of resistance to either cold or fire equal to 5 + 1/2 your level.
Ridgebacked: You move at your normal speed even when encumbered by armor or a heavy load.
Stone Fisted: Whenever you make melee basic attack as part of a charge, you gain a +2 bonus to your damage roll.
Boulder Charge: You can use boulder charge as an encounter power.

Boulder Charge Goron Racial Power
You curl into a rough boulder-like shape and ram into your enemies.
Encounter + Stance
Minor Action Personal
Effect: You gain a +2 bonus to AC and Fortitude, and a +2 bonus to your speed while charging.
Special: This stance ends when you make an attack that is not part of a charge. You can end this stance as a free action during your turn, but not on the same turn that you activated it.

Gorons are literally born of the earth; an earth spirit takes physical form, composing itself of the surrounding rocks and dirt. These spirits forget everything of their previous lives, except for small bits of memory that come at random, and leave just a fleetingly. The patriarchal male goron race considers memory and legend to be very important, and a hero among the goron is known for pushing onward through any hardship, no matter how difficult.

The idea of a sworn brother is a part of goron culture; gorons will swear brotherhood, or otherwise offer brotherhood, to each other and to members of the other races, and each sworn brother is expected to be willing to face any danger for the benefit of his brothers. Women, too, can swear sisterhood, but goron culture sees a distinction between men and women here; it is exceedingly strange for a male and a female goron to swear brotherhood with each other, as that is usually just a marriage. Women usually tend to the home, and men tend to matters outside the home. However, each is expected to be a capable defender. Gender roles are fairly solid among gorons, but they do not discriminate between gender, and don’t expect other races to conform to their ideas (except on the nigh-holy matters of brotherhood and sisterhood).

Play a goron if you want…

  • to be as strong as the mountains that you call home.
  • a character whose strong friendships and rocky hide propel him/her onward through tough times.
  • to be a big, rocky dwarf.

Zora

Warriors of the waves that make their homes both on land and in the sea.

Racial Traits

Average Height: 5’5" – 6’2"
Average Weight: 125 – 200 lbs.
Ability Scores: +2 Dexterity, +2 Strength/Wisdom
Size: Medium
Speed: 5 squares; Swim 7 squares
Vision: Low-light Vision
Languages: Common, Zoran
Skill Bonuses: +2 Athletics, +2 Diplomacy
Oceanic Origin: You are considered an aquatic creature. You are amphibious, and you can breathe underwater and can attack while underwater without penalty.
Smooth Swimmer: You grant any non-zora ally within 10 squares of you a +1 racial bonus to Athletics checks and Endurance checks related to swimming.
Wave Warrior: Whenever you shift as a move action or as part of an attack power, you may add an additional square to your shift.
Slick Skin: You can use slick skin as an encounter power.

Slick Skin Zora Racial Power
You shed restrictions on your movement like a fin cutting the water.
Encounter
Immediate Reaction Personal
Trigger: You are slowed or immobilized
Effect: You can make an immediate save against the triggering action, with a +2 bonus to the roll. If the triggering power already allows you an immediate save, you gain a bonus equal to your Dexterity modifier to the roll instead.

Greatly resembling a combination of fish and human, zora are silver-blue-scaled humanoids that have a caudal extension reaching out from the backs of their heads, which appears similar to a fish’s tail. They have gills on their abdomens, and are exceptional swimmers. Though they are amphibious, most zora live either in open seas and oceans, or else within deep, clear rivers — they detest unclean water, and strive to keep not just their home waters clean, but to keep all bodies of water clean. Because of their grace and their desire for clean appearances, zora tend to stand with hylians in high society, and make can usually friends wherever they are.

However, this does not mean that the zora are unfamiliar with war. Martial prowess is one of the key fixtures of zoran life, and some of their warriors can boast of strange electrical powers and various other strange talents. Other prime element of zoran life is religion — whether worshiping guardian spirits or the Golden Goddesses, zora take their faith seriously, and an insult to their faith is a strike to the zora’s core. Still, they are a friendly, generally laid-back people, and usually seek non-violent solutions to simple problems. But, as soon as a life is threatened, zora are willing to put blade to blade.

Play a zora if you want…

  • to be a swift warrior capable of fighting as well in water as on land.
  • a character whose skill in conversation can open doors and make alliances.
  • to be absolutely delicious with rice and wasabi.

Kokiri

Pint-sized folk of the forest, whose souls are bound with the fairies.

Racial Traits

Average Height: 3’6" – 4’4"
Average Weight: 50 – 80 lbs.
Ability Scores: +2 Charisma, +2 Intelligence/Wisdom
Size: Small
Speed: 5 squares
Vision: Normal
Languages: Common, Fey
Skill Bonuses: +2 Diplomacy, +2 Nature
Fey Stillness: While in a forest, swamp, or other surroundings with heavy foliage, you can use Nature checks in place of Stealth checks to hide, and use Nature checks in place of Perception checks made to search or investigate.
Minute Aegis: You do not grant enemies a bonus to attack rolls for being flanked. Other effects that rely on flanking still apply.
Fairy: You have the Arcane Familiar feat and the fairy racial familiar. You can take other feats that have Arcane Familiar as a prerequisite, even if you are not of an arcane class.

Fairy Kokiri Racial Power
You have a fairy companion, who has been with you since your birth.
At-Will
Passive Benefits: You gain a +1 bonus to your Passive Insight and your Passive Perception. You also gain a +1 bonus to Insight and Perception checks.
Active Benefits: You gain combat advantage against any enemy occupying the same square as your familiar.

Kokiri are forest-dwellers that are children for their entire lives. They live in isolated communities, often with the protection of a local forest spirit that they consider divine. Though the truth is uncertain, many of these forest spirits claim to be the progenitors of the kokiri that surround them, instilling them with child-like qualities that persist throughout their lives. Curiosity is a common feature among kokiri. As kokiri grow, they become adventurous, and seek to start grand tales of their own within their home forests. A rare few set out from home, finding that their neighbors treat them differently once they return, for good or for ill.

For whatever mystic reason, each kokiri undergoes a change at some point in their lives, entering into the forest, never to be seen again. It is rumored that the beings known as Lost are what becomes of a kokiri. While their life-span is theoretically the same as a human’s, they become Lost as they reach their 30’s and 40’s, though some are able to stave it off into their 50’s, and a rare few beyond. Until their transformation, they bear the innocence and energy of the children that they appear to be, performing tasks that interest them and neglecting those that don’t.

Play a kokiri if you want…

  • to have a child-like character with a vibrant personality.
  • a traveler with knowledge in a wide variety of subjects.
  • to be filled so many questions that it annoys the everlasting Perdition out of your fellow characters and/or players.

Moblin

Brutish, tribal warriors whose determination knows no bounds.

Racial Traits

Average Height: 5’8" – 6’6"
Average Weight: 140 – 240 lbs.
Ability Scores: +2 Strength, +2 Constitution/Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light Vision
Languages: Common
Skill Bonuses: +2 Athletics, +2 Perception
Blood Sense: You gain a +1 bonus to attack rolls against bloodied creatures.
Expert Flanker: You gain a +1 bonus to attack and damage rolls against enemies that you are flanking, regardless of whether or not you have combat advantage.
Moblin Weapon Proficiency: You gain proficiency with the spear and the scimitar.
Browbeat: You can use browbeat as an encounter power.

Browbeat Moblin Racial Power
You shed restrictions on your movement like a fin cutting the water.
Encounter
Opportunity Action Personal
Trigger: A creature moves out of your threaten range
Target: The triggering creature
Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Almost pig-like in appearance, moblins are large, muscular creatures that live in tribal cultures. Moblins are often perceived as a threat because of their simplistic nature relative to most of the other races, and are usually persecuted. Many turn to evil overlords for protection, who only end up using them in their bids for conquest. Those that hold onto their cultural pride choose to defend themselves, and become capable, if not downright deadly, warriors and commanders. Among moblins, life is war.

Moblins are highly skilled in combat, and war is a constant threat due chiefly to hylian prejudice. However, war does not solely make up their culture. Their legends are passed down by oral tradition and with handfuls of written accounts, and faith is a large part of a moblin’s life. Often, they take to shamanism, and other forms of nature worship, disdaining the Golden Goddesses of hylian lore. Every member of the tribe is supposed to bear a strong work ethic, and athletic competition is a common form of sport. Those few hylians who prove themselves worthy of a tribe’s respect often do so by bearing natural gifts (such as helping on hunts, or bringing berries for the tribe’s children), and by participating in such sport.

Play a moblin if you want…

  • to be a combatant without peer on the open battlefield.
  • a character whose past of persecution haunts him/her, especially while in “civilization”.
  • to be susceptible to Worf Syndrome.

Tokay

Scaled and cunning masters of deceit, capable of spinning great webs of intrigue.

Racial Traits

Average Height: 5’4" – 6’0"
Average Weight: 140 – 180 lbs.
Ability Scores: +2 Charisma, +2 Strength/Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Tokay, choice of one other
Skill Bonuses: +2 Bluff, +2 Nature
Gifted Cultivator: You gain a +1 bonus on any Bluff checks made against a creature’s Insight (whether as an Insight check or not).
Reptilian Origin: You are considered a reptilian creature for the purpose of effects relating to creature origin.
Trailblazer: You ignore difficult terrain, and can shift into and out of difficult terrain.
Flame Breath: You can use flame breath as an encounter power.

Flame Breath Tokay Racial Power
You shed restrictions on your movement like a fin cutting the water.
Encounter + Fire
Standard Action Close blast 3
Target: Each creature in blast
Attack: Strength + 2 or Constitution + 2 or Dexterity + 2 vs. Reflex
Hit: You can make an immediate save against the triggering action, with a +2 bonus to the roll. If the triggering power already allows you an immediate save, you gain a bonus equal to your Dexterity modifier to the roll instead.
Increase to +4 bonus and 2d6 + Strength or Constitution or Dexterity modifier damage at 11th level, and to +6 bonus and 3d6 + Strength or Constitution or Dexterity modifier damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack and damage rolls with this power. This choice remains throughout your character’s life, and cannot be changed.

A tokay is a green-scaled, lizard-like humanoid with a long tail of two to three feet in length. Tokay are renowned as treasure hunters, and can be very deceitful when they have their eyes on a certain item. They have the gift of fire breath, and are expert cultivators of various forms of plant life. Rumors persist that the tokay are descended from dodongos; however, dodongos still roam in various parts of the world, so this theory isn’t popular with some scholars. Yet, the common people see no reason not to compare the two, often to the tokay’s chagrin.

The tokay as a race were completely isolated until an exploring warrior found them; eventually, they began settling outside of their original jungle, and mingling with the other races and kingdoms. Because of their talent for breathing fire, as well as other, more political and/or social reasons, tokay and deku do not get along well. The two often live in the same areas of forest, jungle, and swamp, though the adventurous tokay are willing to settle in any place where treasure can be found.

Play a tokay if you want…

  • to play someone new to other civilizations.
  • a character whose gift for speech grants him/her unusual power.
  • Hey… guys… I’m, like, totally a lizard man right now. Guys… hey, guys, look. I totally have scales and claws. Rawr!

Twili

Wizards from the Twilight Realm whose ancestors stood against the Golden Goddesses.

Racial Traits

Average Height: 5’5" – 6’2"
Average Weight: 125 – 200 lbs.
Ability Scores: +2 Intelligence, +2 Dexterity/Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light Vision
Languages: Common, Twili
Skill Bonuses: +2 Arcana, +2 Intimidate
Magical Upbringing: When choosing your 1st level at-will attack powers, you can choose one from an arcane class that you don’t belong to.
Twilight-born: You have necrotic resistance equal to 5 + 1/2 your level.
Twili Racial Power: Choose either the dark presence power of the twilight orb power. You can use that power as an encounter power.

Dark Presence Twili Racial Power
Your skill in crafting magic is evident in your aura, making others more willing to see things your way.
Encounter + Shadow
Immediate Reaction Personal
Trigger: You use an encounter or daily class or racial power.
Effect: You gain a bonus to all Charisma-related skill checks equal to your Intelligence modifier until the end of your next turn.

Twilight Orb Twili Racial Power
You shed restrictions on your movement like a fin cutting the water.
Encounter + Shadow
Standard Action Area burst 1 within 10 squares
Target: Each creature in blast
Attack: Strength + 2 or Constitution + 2 or Dexterity + 2 vs. Reflex
Hit: You can make an immediate save against the triggering action, with a +2 bonus to the roll. If the triggering power already allows you an immediate save, you gain a bonus equal to your Dexterity modifier to the roll instead.
Increase to +4 bonus and 2d6 + Strength or Constitution or Dexterity modifier damage at 11th level, and to +6 bonus and 3d6 + Strength or Constitution or Dexterity modifier damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack and damage rolls with this power. This choice remains throughout your character’s life, and cannot be changed.

Often elongated in appearance, the twili hail from the Twilight Realm, where their ancestors were long ago banished for trying to steal the Sacred Realm away from the Golden Goddesses. Their black skin bears strange patterns of gray in their forward facing, commonly on their faces and necks, with some bearing much more gray than black in their skin. Ever since an incursion from the Twilight Realm a little more than a century ago, twili have settled and lived in the normal world, building relationships with other kingdoms and races as they can.

The twili are mistrusted nearly universally, perhaps even morseso than the sheikah. They look intimidating to most peoples, especially to the humans and hylians whose forms they most closely resemble. Yet, their skill with magic makes them prized allies, and having a twili at one’s side is a nearly universal means of ensuring that one is left alone. Despite this fearfulness, twili are an honest folk who are taking the misunderstandings in stride, slowly working toward a tomorrow when they can be accepted as equals by all.

Play a twili if you want…

  • a character for whom magic is a simple task.
  • to be distrusted and reviled by the common folk.
  • to be responsible for Rule 34 crimes on the Internet.

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