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Heroes of Time - Player's Companion
Heroes of Time - Player's Companion
ON THE COVER
Disclaimer: This is a fan-made Legend of Zelda supplement using DUNGEONS AND DRAGONS game mechanics. No copyright
infringement intended. Please support Nintendo and Wizards of the Coast by purchasing their official products. They're awesome.
Chapter 1: Races
A
diverse assortment of peoples dwell in Hyrule
and beyond. Aside from humans, the races in
the Player's Handbook are unknown in Hyrule, Hyrule Castle
unless they're visiting from other worlds. The crown jewel of its kingdom, Hyrule Castle is
This chapter provides information about the the seat of Hyrule's monarchical government and
following common playable races in Hyrule, as the home of its royal family. Near the castle is
well as racial traits for all of them: Hyrule Castle Town, which serves as the city's
marketplace where Hyruleans come to engage in
Hylians are said to be divinely chosen to lead the other business, gossip, and trade.
races in creating a prosperous civilization.
Gerudos are female raiders eking out an existence in the
canyons and deserts bordering Hyrule.
Gorons are sturdy rock people with close ties to the elements
of earth and fire. Lasting Institutions
Kokiris are magical fairie folk who dwell in the depths of Where a single goron or zora might take on the responsibility
forests and hidden groves. of guarding a special location or a powerful secret, hylians
Sheikahs are a near-extinct race of stealth and subterfuge, found sacred orders and institutions for such purposes.
beholden to ancient oaths. While goron clans and sheikah elders pass on the ancient
Zoras are amphibious humanoids with a strong affinity traditions to each new generation, hylian temples,
toward water. governments, libraries, and codes of law fix their traditions in
the bedrock of history. Hylians dream of immortality, but
Hylian (except for those few who seek undeath or divine ascension
to escape death’s clutches) they achieve it by ensuring that
It is said that hylians were the first race to establish a they will be remembered when they are gone. Individually
developed civilization in the world. Descendants of the people and as a group, hylians are adaptable opportunists, and they
who lived with the goddess Hylia during to the formation of stay alert to changing political and social dynamics.
Hyrule, hylians continue to lead the other races into Although some hylians can be xenophobic, in general their
prosperity. Perhaps it is because of this divine providence societies are inclusive. Except for the troublesome gerudos,
that they strive to achieve as much as they can, feeling as if hylian lands welcome large numbers of nonhylians compared
they have something to prove. Whatever drives them, hylians to the proportion of hylians who live in nonhylian lands.
are the innovators, achievers, and pioneers of the world.
A Broad Spectrum
With their penchant for migration and annexation, hylians
are more physically diverse than other common races. An
individual can stand from less than 5 feet to a little over 6 feet
tall and weigh from 90 to 250 pounds. Hylian skin
shades range from nearly black to very pale, and hair
colors from black to blond (curly, kinky, or straight);
males might sport facial hair that is sparse or thick.
Their ears are pointed, thought to be so they may hear
the whispers of the gods.
Variety in All Things
Hylians are the most adaptable and ambitious people among
the Hyrulean races, having widely varying tastes, morals, and
customs in the different regions where they settled. When
they settle, though, they stay: they
build towns to last for the ages,
and great kingdoms that can
persist for long centuries. An
individual hylian might have a
relatively short life span, but a
hylian nation or culture preserves
traditions with origins far beyond
the reach of any single hylian’s memory.
They live fully in the present---making them
well suited to the adventuring life---but also plan
for the future, striving to leave a lasting legacy.
3 CHAPTER 1 | RACES
Exemplars of Ambition Here's how to determine your height and weight randomly,
Hylians who seek adventure are the most daring and starting with rolling a size modifier:
ambitious members of a daring and ambitious race. They Size modifier = 2d10
seek to earn glory in the eyes of their fellows by amassing Height = 4 feet + 6 inches + your size modifier in inches
power, wealth, and fame. More than other people, hylians Weight in pounds = 90 + (2d4 x your size modifier)
champion causes rather than territories or groups.
Speed. Your base walking speed is 30 feet.
Hylian Names Divine Grace. Divine power guards your destiny. When
Many hylian names can be applied to both men and women, you finish a long rest and have no inspiration, you gain
though a general distinction can be made. Surnames are inspiration.
usually patronymic or based on vocation. For example: Skill Versatility. You gain proficiency in two skills of your
"Baddek, son of Baumar," or "Aliza the Weaponsmith". choice.
Male Names: Baddek, Baumar, Bolson, Botrick, Branli, Languages. You can speak, read, and write Common and
Brigo, Cambo, Chork, Chumin, Dai, Dmitri, Endai, Gotter, one extra language of your choice. Hylians are fond of
Hoz, Hudson, Karson, Kenyo, Khini, Konba, Mils, Moggs, sprinkling their speech with words borrowed from other
Nazbi, Nell, Pitar, Regan, Rex, Rik, Ronn, Rudi, Savelle, tongues: Gerudo curses, Zora poetic expressions, Goron
Sho, Spoone, Stamm, Toffa, Toren, Trott, Tye, Zyle industrial phrases, and so on.
Female Names: Aliza, Aya, Banji, Benny, Bozai, Canni,
Canolo, Chabi, Ena, Flaxel, Gleema, Hunnie, Jana, Jerrin,
Jules, Kaifa, Kanny, Leekah, Lonni, Loone, Meeshy, Variant Hylian Traits
Meghyn, Mina, Monari, Nat, Nobo, Parcy, Perosa, Phanna,
Ruli, Sorelia, Suzuna, Tauma, Tenne, Totsuna, Yammo If your campaign uses the optional feat rules from
chapter 6 of the Player's Handbook, your Dungeon
Master might allow these variant traits, all of which
Hylian Traits replace the hylian's Ability Score Increase, Divine
It's hard to make generalizations about hylians, but your Grace, and Skill Versatility traits.
hylian character has these traits. Ability Score Increase. Two different ability scores
Ability Score Increase. One ability score of your choice of your choice increase by 1.
increases by 2, and two other ability scores of your choice Skills. You gain proficiency in one skill of your
increase by 1. choice.
Age. Hylians become adults at 17 and live less than a Feat. You gain one feat of your choice.
century.
Alignment. Though generally of good alignment, neutral
and even some evil hylians exist.
Size. Hylians range from under 5 to just over 6 feet tall.
Your size is Medium.
Gerudo
In blasted lands skirting the borders of civilization, beyond Gerudo Desert
canyons and dry hills, dwell the deadly gerudos. Many folk South-west of Hyrule lies the Gerudo Desert, a vast
fear these bands of female warriors, and few would claim and barren territory with scorching heat during the
their friendship. Gerudos endure an arid world of rock, sand, day and a frigid wind at night. It is a land of death
and heat. Their bodies are tall and tough, giving them the and desolation, much in contrast to the green
endurance needed to survive. Their spirits take after the fields of Hyrule. Making do with what they've got,
wandering wind, making them nomads who venture from one the gerudo tribes have made it somewhat
water hole to the next. Their hearts are as cold as the lone habitable, yet their gaze is ever set on Hyrule.
desert nights, leaving each gerudo with the responsibility to
earn a place in the tribe or die trying.
Power Above All Gerudos place a premium on self-sufficiency and individual
Standing much taller than the average hylian and with a skill. They have a compulsion to keep score, counting their
powerful build, gerudos are an intimidating sight. Large deeds and tallying their accomplishments to compare to
green or amber eyes, hard bronze skin, fiery red hair, and a others. Gerudos love to excel, taking on defeat with grudges
sharp beak-like nose sets them apart. and self-loathing. Those who subdue or kill their opponents
Gerudos disdain males of any race, hunting for mates only in combat rise as champions and chieftains, while those with
to procreate. They produce daughters almost exclusively, with a knack for magic become a tribe's spiritual leaders.
a male gerudo born only once per century. Ironically, such a
male is predestined to become king of the gerudos and lead Exiles and Outcasts
them in war and conquest. Communities of gerudos don't exist in Hyrule, though a lone
Twinrova, goddess of the sand, is the gerudos' unrelenting gerudo may be found here or there. Such individuals are
patron deity. She is depicted as a colossal gerudo queen with often exiles or outcasts, constantly having to prove their
a giant cobra draped around her shoulders. Gerudos with an trustworthiness and requiring a community or influencial
affinity toward sorcery seek the goddess's favor, in their drive Hyrulean to vouch for them in order to be accepted. Even
to unleash the overwhelming powers within them. then, the gerudo faces constant glares at best, or violent
persecution at worst.
Remorseless Raiders
Every day brings new challenges to a gerudo. Food, water,
and shelter are rare in the innermost reaches of the waste-
lands they call home. A single mistake can bring doom to an
entire tribe, while an individual's heroic effort can ensure the
whole group's survival. With so few resources at their hands,
gerudos have adapted to taking what they need from others.
They raid and pillage without remorse, seeing their methods
as means to their own survival. Saddlebags laden with spoils,
they race back to their homeland before enemy militias can
cut them off. Gerudos returning to their tribe with valuable
treasures earn the greatest prestige. Such treasures take the
form of exotic food and drink, quality gold and steel, and
slaves. Horses and other trained mounts, such as donkeys
and camels, are highly valued as well. All gerudos
have a natural affinity with such beasts, taking
great care in their well-being, as the gerudos'
own survival depends on it. It is said gerudo
horses are the best quality breed in
all the lands.
Survival of the Fittest
Gerudo homes are large encampments,
usurped fortresses, or temples carved in the
mountainside. Their main concern for survival
being fresh water, permanent settlements remain rare.
Drought often plagues their lands, forcing the gerudos to
follow the herds. It isn't unusual to find ancient gerudo
temples and other structures half-buried and forgotten
among the canyons and desert sands they call home.
5 CHAPTER 1 | RACES
Gerudo Names Here's how to determine your height and weight randomly,
Every gerudo has a birth name, a tribe name, and a matro- starting with rolling a size modifier:
nymic. For example: "Anche Korsh-Agaat, daughter of Ardin".
Each of their seven tribes is named after an ancient gerudo Size modifier = 2d8
heroine, whose meaning in Common is added in parenthesis. Height = 6 feet + your size modifier in inches
Weight in pounds = 160 + (2d4 x your size modifier)
Female Names: Anche, Ardin, Ashai, Babi, Barta, Betri,
Buliara, Calisa, Calyban, Cara, Dalia, Danda, Deltan, Speed. Your base walking speed is 30 feet.
Dorrah, Dina, Emri, Estan, Essa, Fegran, Frelly, Furosa, Exceptional Athlete. You have advantage on all ability
Greta, Isha, Kachoo, Kalani, Katta, Kohm, Konora, Kotta, checks related to one of the following abilities of your choice:
Kyra, Laine, Lashley, Leena, Liana, Lorn, Lukan, Maike, Strength, Dexterity, or Constitution.
Makure, Malena, Marta, Merina, Muava, Nellie, Nali, Olu, Desert Dweller. You are accustomed to the desert heat.
Padda, Pasha, Pearle, Ploka, Pokki, Pritana, Pyra, Reeza, When not wearing heavy armor, you do not require additional
Rima, Ripp, Romah, Rotana, Saula, Shaillu, Shabonne, drinking water during hot weather and you have advantage
Smaude, Spera, Sudrey, Sumati, Tali, Teake, Yaido on saving throws against exhaustion when exposed to
Tribe Names: Korsh-Agaat (Knowledgeable Warrior), Korsh- extreme heat.
Birida (Flying Warrior), Korsh-Granajh (Gentle Warrior), Expert Explorer. You gain proficiency in the Survival skill,
Korsh-Karusa (Skilled Warrior), Korsh-Palu (Spirit and moving across sand does not count as difficult terrain for
Warrior), Korsh-Toruma (Swift Warrior), Korsh-Vatorsa you. Additionally, whenever you make a Wisdom (Animal
(Enduring Warrior) Handling) check related to mounts and beasts of burden, you
can add twice your proficiency bonus, instead of any
Gerudo Traits proficiency bonus you normally apply.
Your gerudo character has certain traits deriving from your Saving Face. Gerudos are careful not to show weakness in
gerudo ancestry. front of their allies, for fear of losing status. If you miss with
Ability Score Increase. Your Constitution score increases an attack roll or fail an ability check or a saving throw, you
by 2, and your Charisma score increases by 1. can gain a bonus to the roll equal to the number of allies you
Age. Gerudos mature a little faster than most races, can see within 30 feet of you (maximum bonus of +5).
reaching adulthood at 15. They live less than a century. Once you use this trait, you can't use it again until you
Alignment. Most gerudos are neutral. They see the world finish a short or long rest.
as a place of predators and prey, kill or be killed, in which Gerudo Weapon Training. You have proficiency with the
only the strong survive. glaive, scimitar, shortbow, and longbow.
Size. Gerudos range from 6 to more than 7 feet in height, Languages. You can speak, read, and write Common and
retaining a lean yet muscular build. Your size is Medium. Gerudo. Gerudo is flowing and sibilant, with rolling r's and
hisses. Though it uses the Draconic script, its origins have
been lost through the ages.
CHAPTER 1 | RACES 6
Goron
Known as "rock people", gorons are strong boulder-like Death Mountain
creatures with stumpy legs, powerful arms, and massive The goron clans of Death Mountain have long held
hands. They become spherical when curled up, and use close ties with the Hyrulean royal family. They are
rolling as a means for both transport and combat. Gorons are led by the Eldin Clan, founders of Goron City, near
known as zealous warriors, miners, and workers of stone and the heart of the fiery mountain. Visitors brave
metal. Their height varies from 5 to almost 8 feet tall, with enough to climb this active volcano must ascend a
hides hard and dense like rock, and their weight can be up to steep pass fraught with monsters and other perils.
seven times that of the average hylian.
Goron hides range from deep brown to a paler hue tinged
with red, but the most common shades are light brown or
deep tan, like certain tones of earth. Most have a row of stony Goron Society
outgrowths on their backsides, and older gorons sport white The chief unit of goron society is the clan, often led by an
ridges on their bodies resembling hair. They have small eyes elder. Those who become chiefs are powerful and wise,
and wide mouths, concealing unaligned, square teeth. uniting their people through respect and trust, rather than by
force. Gorons tend to live in relative isolation but will
Sons of Stone regularly trade with hylians and other friendly races. They are
Solid and enduring, gorons have the capability to thrive in any close and respectful to others of their own kind, and often
environment, especially volcanoes and other areas of extreme refer to each other as "brothers". Though they are a friendly
heat. They can trace their ancestry back to the founding of race, gorons can also be slow to trust outsiders, and may
ancient strongholds in the youth of the world. Part of that come off as cautious or even aggressive depending on the
ancestry is devotion to the Mountain Mother---their patron situation. However, if an outsider is able to prove their worth,
deity Din, goddess of power, who upholds the goron ideals of usually in a test of strength or skill, the gorons will accept
industrious labor, strength in battle, and devotion to the forge. them and come to call them one of their brothers (or sisters).
Being exclusively male, it is said when a goron desires Though their passion for masonry and metallury is strong,
parenthood, he ventures deep within the bosom of the earth their large hands and somewhat clumsy approach to their
in search of a birthstone. These mysterious rocks are smooth work results in crude, though effective, craftsmanship. To
and perfectly spherical, with a slight red tinge. Once found, gorons, durability matters more than esthetics. The diet of
the would-be father enters a period of fasting and prayer, gorons consists almost strictly of specific kinds of rock mined
holding the stone close and imbuing it with a part of his from nearby quarries, extracted with an equal amount of
spirit. This ritual can last days, until Din's favor is shown with downtime as other races hunt and forage for food in the wild.
a loud crack and breaking of the stone, revealing a perfectly Gorons take pride in their immense strength, and clans
healthy baby goron inside. like to hold competitions that test each other's physical might
and rolling ability, such as wrestling matches, rock breaking,
or a downhill race. After a hard day's work in the mines, they
also love entertainment through singing, drums, and dancing,
capitalizing on their size and booming voices instead of
concerning themselves with finesse.
Gorons in other lands are typically artisans---
especially weaponsmiths, engineers, stonemasons,
and jewelers. Some become mercenaries or
bodyguards, highly sought after for their strength
and loyalty.
Adventuring Gorons
Gorons who take up the adventuring life might
be motivated by a desire for treasure---for its
own sake, for a specific purpose, or even out of
an altruistic desire to help others. Other
gorons are driven by the command or inspira-
tion of Din, a direct calling or simply a desire
to bring glory to their patron deity. Clan and
ancestry are also important motivators.
A goron might seek to restore a clan's lost
honor, avenge an ancient wrong the clan
suffered, or earn a new place within the clan
after having been exiled. Or a goron might
search for the hammer wielded by a mighty
ancestor, lost in the fight against a terrible
dragon centuries ago.
7 CHAPTER 1 | RACES
Speed. Your base walking speed is 30 feet. Due to your
bulk, wearing heavy armor automatically reduces your base
Explosives walking speed by 10 feet, regardless of your Strength score.
Gorons have recently begun producing explosives, Unarmored Defense. While you are not wearing any
having invented bombs and gunpowder (but not armor, your Armor Class equals 12 + your Constitution
dynamite). With your DM's permission, such items modifier. You can use a shield and still gain this benefit.
may be purchased from goron merchants. Your DM Curl. When you are wearing no armor and have both hands
has further information on explosives, as found in
chapter 9 of the Dungeon Master's Guide.
free, you can spend 5 feet of movement to curl into a ball, or
back into your normal stance. While curled up you can use
your movement speed to roll. This speed is halved when
rolling uphill or doubled when rolling downhill. Any sudden
elevation of 3 feet or more, such as a low wall, prevents you
Goron Names from rolling over it, as you cannot jump while curled.
Every goron has a birth name, a patronymic, and a clan While curled, you gain a +2 bonus to AC, you have
name. For example: "Aji, son of Axyl, of the Broca clan". disadvantage on Wisdom (Perception) checks that rely on
sight, you can't take reactions, and the only actions you can
Male Names: Aji, Axyl, Bargoh, Bayge, Bladon, Bludo, take are the Dash action or the Attack action to make
Bohrin, Boldon, Dorill, Drak, Dugby, Fugo, Gonguron, unarmed strikes, using your body to slam into the target. If
Gorko, Gortram, Grapp, Greyson, Heehl, Jengo, Kabetta, you hit the target in this way, you deal bludgeoning damage
Kairo, Krane, Lyndae, Naddon, Offrak, Pelison, Pyle, equal to 1d6 + your Strength modifier, instead of the damage
Rogaro, Rohan, Slergo, Strade, Tanko, Tray, Volcon normal for an unarmed strike.
Clan Names: Broca, Darb, Eldin, Gero, Golow, Goro, Rolling Charge. If you move at least 20 feet straight
Goronbi, Medingo, Ordorac, Rabac, Ternio, Trilbi, Ulri toward a target while curled and then immediately hit it with
an unarmed strike, you can use a bonus action to attempt to
Goron Traits shove that target. The target must be no more than one size
Your goron character has an assortment of inborn abilities. larger than you. Unless it succeeds on a Strength saving
Ability Score Increase. Your Strength score increases throw against a DC equal to 8 + your proficiency bonus +
by 2, and your Constitution score increases by 2. your Strength modifier, you push the target up to 10 feet
Age. Gorons reach adulthood at the age of 16. Maintaining away from you in a straight line and it falls prone.
vigor throughout their lifespan, they live about a century. False Appearance. Unless any equipment betrays you, you
Alignment. Gorons inherit a rambunctious nature leaning appear indistinguishable from a normal boulder while you
strongly toward chaos. They are almost exclusively good as are curled into a ball, remain silent, and remain motionless.
well, as they are good-hearted and kind, hate to see others in Heart of the Volcano. You have resistance to fire damage.
pain, and have no tolerance for oppression. Sink Before Swim. You can't swim, as your body is denser
Size. Gorons vary widely in height, from 5 to almost 8 feet than water. When you enter a body of liquid you immediately
tall, and are nearly as wide. Regardless of your position in sink to the bottom at a rate of 60 feet per round and must
that range, your size is Medium. hold your breath. You can still use your movement speed to
Here's how to determine your height and weight randomly, walk (or roll) along the bottom of the area.
starting with rolling a size modifier: Languages. You can speak, read, and write Common and
Size modifier = 3d12 Primordial (Terran). Terran is full of hard consonants and
Height = 4 feet + 10 inches + your size modifier in inches guttural sounds, and those characteristics spill over into
Weight in pounds = 200 + (4d6 x your size modifier) whatever other language a goron might speak.
CHAPTER 1 | RACES 8
Kokiri
Legends speak of mysterious children sighted in the depths Kokiri Forest
of ancient forests. Such glimpses are preceded by joyful The Kokiri Forest is located deep within the Lost
music and mischievous giggles, or even a magical fairy or two Woods. It serves as the home of a tribe of kokiris
flitting gingerly from tree to tree. Though many people who live with their guardian spirit, the Great Deku
question their existence, kokiris are very real. These children Tree. The Kokiri Forest is said to be the source of
of the forest take delight in their sheltered lives, enjoying all life in Hyrule, maintaining the order of the
every moment of music, exploration, communication, natural world and deterring outsiders from ever
creation, and play, far beyond the clutches of other races. exploring the so-called Forbidden Forest.
Vibrant Expression
Known as "fairy folk", a kokiri's energy and enthusiasm for
living shines through every inch of his or her tiny body. Kokiri Quirks
Kokiris average between 3 and 4 feet tall and weigh about 40 d8 Characteristic
pounds. Their tan faces are usually adorned with broad
smiles, and their bright eyes shine with excitement. Their fair 1 Flowers are the most amazing things ever. I want to
hair has a tendency to stick out in every direction, as if ex- pick them, wear them, and discover their silent
secrets.
pressing the kokiri's insatiable interest in everything around.
By the grace of Farore, goddess of courage, kokiris are 2 There isn't a tree that isn't fun to climb.
born from the pods of large flowers or the hollow of a tree, 3 Nothing wards off bad luck like a jolly dance.
and stop aging around the age of 10. Retaining youthful vigor
and a childlike visage throughout their long lifespans, it is 4 Sometimes talking to a plant really helps.
often thought they are immortal. At the end of their lives 5 If stumped, I go fishing. And if I'm going fishing, I'm
however, they venture deep into the forest, where their spirits going to catch a big one.
peacefully return to the loving embrace of their deity. 6 I imagine that my personality is my glorious soul on
display for the entire forest to behold, and I act
Delighted Dedication accordingly.
As far as kokiris are concerned, being alive is a wonderful 7 Having a fairy is the best. They are fun to play with,
thing, and they squeeze every ounce of enjoyment out of their and they can help me pull off the best pranks.
three to five centuries of life. Hylians might wonder about
getting bored over the course of such a long life, and zoras 8 If I have something really important to say, I always
take plenty of time to savor the beauties of the world in their make sure to sing it.
long years, but kokiris seem to worry that even with all that
time, they can't get enough of the experiences of being alive. Peaceful Groves
Kokiris speak as if they can't get the thoughts out of their Kokiris make their homes in sylvan forests, living in burrows
heads fast enough. Even as they offer ideas and opinions on a or the natural hollows of great trees and concealing them-
range of subjects, they still manage to listen selves from threats of the outside world. Their villages are
carefully to others, adding the appropriate hidden by magic and camouflage. Welcome visitors are
exclamations of surprise and appre- quickly ushered into their bright, warm homes. Those who
ciation along the way. are not welcome are unlikely to find them in the first place.
Though kokiris love jokes of all Kokiris are friendly with other good-spirited woodland folk,
kinds, particularly puns and pranks, and they regard fairies and treants as their most important
they're just as dedicated to the more allies. Every kokiri has their own fairy companion, a spirit of
serious tasks they undertake. Many the forest with whom they form deep friendships. They also
kokiris are skilled gardeners, wood- befriend small forest animals and rely on them for informa-
workers, arborists, and musicians. They're tion about threats that might prowl their woods.
willing to make mistakes and laugh at
themselves in the process of perfecting Safety in Isolation
what they do, taking bold (sometimes Kokiris rarely leave their forest homes, fearing the dangers
foolhardy) risks and dreaming large. The the outside world contains. To them, everything they need
Kokiri Quirks table suggests a can be found in their woodlands, and isolation offers the best
few proclivities your kokiri protection. "When you can't be found, you can't be
character might possess. threatened", is a popular kokiri expression. Communities of
kokiris that maintain such presuppositions long enough even
believe a kokiri's spirit is bound to the forest in such a way
that leaving it would result in the kokiri's death. Any kokiri
willing to risk such an endeavor is either insane or must truly
be on a quest of tremendous importance.
9 CHAPTER 1 | RACES
Fairy
Tiny fey, neutral good
Armor Class 15
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 30 ft.
Kokiri Names
A kokiri has only a given name, and there are no distinctions
between male and female names. STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Kokiri Names: Ala, Amo, Breena, Chio, Damia, Daz, Dego,
Difu, Dimble, Ella, Eldon, Erky, Frug, Gimble, Kula, Lilli, Skills Perception +4, Stealth +7
Maca, Natie, Nemo, Nido, Nissa, Nigi, Nyx, Oaki, Oda, Senses passive Perception 14
Orla, Orryn, Peeks, Pepp, Seebo, Tana, Tasho, Treldun, Languages Sylvan
Walton, Wrenn, Zanna, Zode, Zooki Challenge 1/8 (25 XP)
11 CHAPTER 1 | RACES
Sheikah Traits
Sheikahs share certain racial traits.
Ability Score Increase. Your Dexterity score increases
by 2, and your Intelligence score increases by 1.
Age. Sheikahs mature at the same rate as hylians and
reach adulthood at the age of 17. They live a few decades
longer however, sometimes exceeding 120 years.
Alignment. Most sheikahs pledge oaths of servitude,
making them lawful. Zealous obedience pushes them toward
neutrality, though renegade sheikahs can be of any alignment.
Size. Sheikahs range from 5 to well over 6 feet in height,
with a slender build. Your size is Medium.
Here's how to determine your height and weight randomly,
starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 10 inches + your size modifier in inches
Weight in pounds = 90 + (1d6 x your size modifier)
Speed. Supernatural mobility propels you forward. Your
base walking speed is 35 feet, and you have a climbing speed
of 30 feet.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Shadow Stalker. You gain proficiency in the Stealth skill.
Shadow Stride. You teleport yourself from your current
location to any other spot within 500 feet of you. You arrive at
exactly the spot desired. It can be a place you can see, one
you can visualize, or one you can describe by stating distance
and direction, such as “ 200 feet straight downward” or
“upward to the northwest at a 45-degree angle, 300 feet.” You
can bring along objects as long as their weight doesn’t exceed
what you can carry. If you would arrive in a place already
occupied by an object or a creature, you take 4d6 force
damage, and the teleportation fails.
Once you use this trait, you can't use it again until you
finish a long rest.
Sheikah Weapon Training. You have proficiency with the
dart, dagger, whip, and hand crossbow.
Languages. You can speak, read, and write Common and
Sheikah. Sheikah is an ancient derivation from Common,
with hard consonants and complex symbolic writing.
CHAPTER 1 | RACES 12
Zora's Domain
Zora's Domain is a magnificent ice palace whose
numerous fountains feed most of Hyrule's rivers.
It is the seat of the zora monarchs, who have main-
tained positive relations with Hyrule Castle since
ancient times. In the aftermath of the Hyrulean
Civil War however, that bond is gradually fading.
Patient Perspectives
Zoras can live over 400 years, giving them a broad
perspective on events that might trouble the shorter-lived
races more deeply. They are more often amused than excited,
and more likely to be curious than greedy. They tend to
remain aloof and unfazed by petty happenstance. Their
innate peacefulness and benign approach to life led the
zoras to naturally gravitate to the worship of Nayru,
goddess of wisdom, who is their patron deity.
When pursuing a goal however, whether adventuring on a
mission or learning a new skill or art, zoras can be
focussed and relentless. They are slow to make friends and
enemies, and even slower to forget them. They reply to petty
insults with disdain and to serious insults with vengeance.
Like the waves lapping on the shore, zoras are fluid in the
face of danger. They trust in diplomacy and compromise to
Zora resolve differences before they can escalate to violence. They
Zoras are a mysterious people of otherworldy grace, living in have been known to retreat from intrusion into their hidden
the world but not entirely part of it. They live in places of realms, confident that they can simply wait the invader out.
ethereal beauty---along promenades skirting ancient lakes or But when the need arises, especially when their rivers and
in magnificent grottos glittering with faerie light, where soft lakes are being threatened, zoras reveal a stern martial side,
music echoes gently above the waters and sweet fragrances demonstrating skill with nets, tridents, and strategy.
waft on the breeze. Zoras love nature and magic, art and
artistry, music and poetry, and the good things of the world. Haughty but Gracious
As zoras age, they hold themselves to higher standards of
Within Water's Reach speaking as a matter of pride, using proper etiquette and
Zoras are an amphibious people. Though mobile on dry land, other formalities when interacting with superiors, elders, or
they rarely stray far away from the riverbanks. Their bodies with strangers. Social standing is important to them. Each
are covered in fine scales that range from a greyish green individual zora knows exactly who within their communities
through shades of blue to deep red. Their heads have caudal are of higher or lower status than them, and they behave
extensions shaped like the tails of dolphins or other marine accordingly.
beasts, and fins sprout from their forearms, hips, and calves. Because zoras rarely travel far from sources of water and
Their digits are webbed, allowing them to swim even faster are protective of their communities, they have limited
than they can run. dealings with other races. This may cause them to become
Zoras build their settlements in vast caverns beneath lakes, haughty, though they generally remain gracious even to those
grottos hidden behind waterfalls, the ruins of half-submerged who fall short of their high expectations, which is most non-
cities, or structures they carve from ocean cliffs. Rivers are zoras. Still, with their strong sense of duty and beneficence,
their highways, and they are not known to use land vehicles they can find good in just about anyone.
of any sort. Zoras primarily subsist on fish and other marine
life, and many are skilled fishers. Exploration and Adventure
Well suited to a semi-aquatic life, zoras wear little clothing Enchanted by the feeling of the wind, the rustle of leaves, the
unless armored for battle. They fashion most of their clothes ingenuity of land-dwelling inventors, or any of countless other
and other items from materials found along the water's edge: dry-land charms, a rare few zoras take up adventuring out of
coral, seaweed, shells, bone, driftwood, the shells of wanderlust. Since they are so long-lived, they can enjoy many
monstrous crustaceans, and so on. Having an old, well- decades of exploration and discovery. They dislike the bustle
developed civilization, zoras know much of how to craft these of dry-land settlements, preferring to navigate streams and
materials into garb as rich and weapons as sturdy as any rivers to explore the natural world beyond their homes. When
found on dry land. Much of their metal equipment is gained traveling away from sources of water, zoras avoid hot sunny
through trade, though the ore they are able to extract them- days as it causes them to dehydrate at a rapid rate.
selves is refined through lengthy cold-forging processes.
13 CHAPTER 1 | RACES
Zora Names Size. Zoras range from 5 to almost 7 feet tall, with long
Among zoras, little distinction exists between male and torsos. Your size is Medium.
female names---the groupings here reflect only general Here's how to determine your height and weight randomly,
tendencies. Males use patronymic surnames while females starting with rolling a size modifier:
use matronymic names, followed by their clan name. For Size modifier = 2d12
example: "Dunma, daughter of Finley, of the Brynna clan". Height = 4 feet + 8 inches + your size modifier in inches
Male Names: Bazz, Cleff, Dento, Evan, Fronk, Gaddison, Weight in pounds = 100 + (1d6 x your size modifier)
Gruve, Japas, Jiahto, Ledo, Muzu, Ralis, Rivan, Segin, Tijo, Speed. Your base walking speed is 30 feet, and you have a
Toto, Trello, Tumbo swimming speed of 40 feet.
Female Names: Dunma, Finley, Kodah, Japas, Kayden, Amphibious. You can breathe air and water.
Keye, Laflat, Laruta, Lulu, Marot, Rutela, Tona, Torfeau, Aquatic Athlete. You have advantage on Strength
Totikka, Tula (Athletics) and Dexterity (Acrobatics) checks made while
Clan Names: Brynna, Cephia, Cora, Deya, Ferona, Komo, swimming.
Lanayru, Laverra, Lodrum, Nautelle, Pico, Samasa, Telta, Guardians of the Sea. Adapted to the frigid ocean depths,
Torin, Ulria, Zelo, Zorana you have resistance to cold damage.
Friend of the River. Aquatic beasts have an extraordinary
Zora Traits affinity with your people. You can communicate simple ideas
Your zora character has a variety of natural abilities, the with beasts that can breathe water. They can understand your
result of generations of zora refinement. words, though you have no special ability to understand them
Ability Score Increase. Your Wisdom score increases in return.
by 2, and your Dexterity score increases by 1. Dehydration. You require twice the normal amount of
Age. Although zoras reach physical maturity at 16, the zora drinking water per day. When you make a saving throw for
understanding of adulthood goes beyond physical growth to drinking only half that amount, you roll with disadvantage.
encompass worldly experience. Zoras are considered young Zora Weapon Training. You have proficiency with the
until they reach the age of 50, and can live to be more than spear, trident, light crossbow, and net.
400 years old. Languages. You can speak, read, and write Common and
Alignment. Most zoras are lawful, believing firmly in the Primordial (Aquan). Aquan is fluid, with subtle and intricate
benefits of a well-ordered society. They tend toward good as intonations. Zora literature is limited, as most of their history
well, with a strong sense of fair play and a belief that everyone is remembered through songs and poems.
deserves to share in the benefits of a just order.
Chapter 2: Domains and Deities
T
he various races of Hyrule worship a tight A Variety of Veneration
pantheon consisting of five female deities. The Different cultures and societies emphasize some deities over
sisters Din, Nayru, and Farore are believed to others. Most vocations have a patron deity. Farmers make
have created the world and are known offerings to Farore for the prosperity of their crops, clerks
collectively as the Golden Goddesses. Hylia sharpen their quills with a prayer to Hylia, while pious
and Midna, two lesser deities, ascended into merchants remember to set rupees aside for Din at the end of
divinity from the mortal world. A sixth deity, the day. Individuals often carry or wear a small token of their
Twinrova, is worshipped by many gerudos outside of Hyrule favored goddess---a pendant or a pin in the image of the
and isn't considered part of the Hyrulean Pantheon. deity's holy symbol, or some other personal keepsake.
From among these goddesses, you can choose a single In addition, people regularly venerate the goddesses based
deity for your character to serve, worship, or pay lip service on their needs and circumstances: a farmer whose favored
to. Or you can pick a few that your character prays to most deity is Farore would pray to Din for a few clear, sunny days,
often. If you’re playing a cleric or a character with the Acolyte and a noble who habitually worships Nayru would give
background, decide which goddess you serve, and select one thanks to Hylia after a successful childbirth. Even priests of
of the deity's associated domains from the Hyrulean particular goddesses acknowledge the roles that other deities
Pantheon or Gerudo Deity table for your class features. play in the world and in their lives.
Domains listed in parenthesis come from official source-
books other than the Player's Handbook and may be allowed
with your DM's permission.
Temples and Shrines
The core religious institutions of Hyrule are temples and
shrines. Most temples are rare enough to appear only in the
larger settlements. These impressive structures usually have
a patron deity, yet combine aspects of the other deities from
the pantheon as well, allowing worshipers to come together
or venerate their own deities in their separate alcoves.
Temples in Hyrule don't have regular services as such.
Group observances in a temple occur only at specific festival
times, and priests also go out into the community to perform
rites such as marriages and funerals. Temples are places
where worshipers go either to spend personal or family time
in a space consecrated to their deity or to seek the aid of the
priests for some reason.
Small shrines and private chapels, as distinct from full-
fledged temples, are common throughout Hyrule, particularly
in areas where a temple doesn't exist. Shrines tend to be
unstaffed, kept up by the locals and visitors who use the place
for prayer. A shrine might be as modest as a roadside well,
where traveling merchants can drop a rupee to request good
fortune from Din, or as grand as a statue of Hylia surrounded
by braziers in a pavilion in the middle of a village.
Hyrulean Pantheon
Greater Deities Alignment Domain Associated Domains Symbol
Din, goddess of power CN Fire Light, Tempest, (Forge) Three opposing red flames
Nayru, goddess of wisdom LN Water Knowledge, (Arcana, Peace) Three blue stars within waves
Farore, goddess of courage NG Forest Life, Nature Three green concentric rings
Gerudo Deity
Lesser Deity Alignment Domain Associated Domains Symbol
Twinrova, goddess of the sand NE Spirit Tempest, War, (Death) Cobra hood
C
ontinue exploring the wonders of Hyrule with
Legend of Zelda video games, from The Legend Hyrule is far from
of Zelda (1986) up to Breath of the Wild (2017),
or any of the numerous games in between. secure, and the
adventure goes far
Heroes of Time
beyond these pages
Characters in the tabletop roleplaying game can delve deeper
into the devious plots in Heroes of Time, an upcoming A Hyrule of Your Own
adventure based on the Legend of Zelda: Ocarina of Time.
In this adventure, you begin your marvelous journey as a If you cannot wait for the release of Heroes of Time, you and
Child Character, learning about the machinations of the your friends can get together with this Player's Companion to
gerudo thief Ganondorf, while working together with embark upon your own quests in Hyrule. These needn't be
Princess Zelda in an eternal struggle between Light and based on Ocarina of Time, as with a few tweeks here and
Dark. Heroes of Time will allow you to visit all your favorite there you could homebrew other Zelda titles or even create
locales, characters, and side quests of Ocarina of Time, your very own adventures in Hyrule or beyond.
letting you make decisions that could alter its original
storyline as you and your companions become heroes that Beta Version 1.3
shape their own destiny. This supplement---currently in Beta Version 1.3--- will
Snippets of Heroes of Time may be released on continue to be monitored as Heroes of Time remains in
https://www.reddit.com/user/Pankratos_Gaming, so be sure development. Any major changes will be kept in a changelog
to keep an eye out for updates. Your comments and sugges- at the end of this module, if necessary. Improvements may
tions could even influence the content and design of this also occur based on your feedback, from big changes such as
upcoming adventure as it continues to unfold. racial trait modifications, to smaller aspects such as
improvements on grammar or fixing spelling errors.