Post by king of hyrule on Aug 27, 2005 22:54:08 GMT -5
Kokiri
Secreted within the depths of the forests, the
isolationist Kokiri are rarely seen. Mere myth to
most, the Kokiri have served the will of the Great
Deku Tree and other spirits of the earth for
millennia and, with any luck, will continue to do
so for many millennia to come. Child-like and
innocent but courageous in tight spots, the Kokiri
are slow to trust outsiders but are loyal to the
bitter end.
Personality: The Kokiri are child-like in more
than just physical appearance. Kokiri tend to be
optimistic, curious, and a bit mischievous. They
tend to by shy around non-Kokiri, until they get
to know them, but are steadfast friends. Kokiri,
due to their isolationist natures, also possess
near child-like innocence (though there are
exceptions). Endowed with an innate sense of
right and wrong, there are rarely any 'bad apples'
amongst the Kokiri.
Physical Appearance: Much like the Deku, the
Kokiri are a small race. Kokiri generally grow to
be about the same height as Hylian children, with
little difference between the height of females
and males. Many people mistake Kokiri for
Hylian children, as the two groups look very
similar. Kokiri, while within any forest that they
have formed an affinity with, do not age. Kokiri
may have any physical traits (hair, eye color)
that Hylians have but some individuals are known
to display a trait not seen amongst the Hylians,
emerald green hair. Kokiri are not known for
being the toughest, or the strongest race out
there but they are well known for their great
agility and speed. Little is known of how the
Kokiri are born or what sort of lives they lead,
but most appear to be Hylian children around 10-
12 years of age. Some speculate that the Kokiri
are born directly from the great spirits of the
earth, while others insist that they are born like
Hylians and simply stop aging after a while! It's
just one more mystery about the Kokiri that
might never be solved.
Relations: The Kokiri are an isolationist people,
they rarely have dealings with outsiders. It's not
that they are afraid of outsiders (though most
are cautious around them) or that they hate
them (hatred is nearly an alien emotion to most
Kokiri). Simply put, outsiders rarely venture into
the deep forests where the Kokiri make their
homes. The Kokiri try to approach outsiders with
an open mind, but have some prejudices. Kokiri
are generally friendly toward Deku, Hylians, Rito,
and Subrosians. The Kokiri feel some kinship to
the Goron, as both are creatures of the earth,
but while Kokiri are creatures of the living earth
Gorons are also creatures of Fire. Thus the
Kokiri tend to keep the Goron at arms length
more often than not, neither trusting nor
distrusting them on sight. The Gerudo and Kokiri
have rarely had contact with one another over
the millennia. One of the few times was when
Ganondorf Dragmire cursed the original Great
Deku Tree, eventually killing the powerful spirit
of the earth. Though the Gerudo have not done
violence to the Kokiri since the Kokiri are cool
toward them. The Kokiri have had almost no
contact with the Tokay, and as such judge them
on a case-by-case basis. Kokiri, like most other
races, mistrust and fear Moblins. Moblins have
been known to raid Kokiri villages and show no
mercy. The Kokiri show them no mercy in kind.
The Kokiri have a very powerful connection to a
race not normally seen but always present, the
Faeries. Kokiri and Faerie have lived together for
time out of mind in a sort of symbiotic
relationship. Every Kokiri has a Faerie
companion from the moment they are born to
the moment they die. How this companion is
chosen or for what reason is not known.
Focus: Kokiri are almost exclusively of the Light
focus. They are servants of the great spirits of
the earth and work toward harmony and peace in
all things. Some Kokiri take a more standoffish
approach to life though, the Shadow focus being
the second most common among the Kokiri.
Very few Kokiri are of the Dark focus. Those
Kokiri who are of the Dark focus are amongst the
27
vilest creatures alive. Children are, after all, the
cruelest creatures.
Kokiri Lands: The Kokiri have no recognized
lands, for they make their homes deep within the
boundaries of the forests of the world, rarely
venturing outside (being outside of the forest too
long causes their bodies to begin to age). Kokiri
often live within established lands for millennia
without being noticed. Kokiri communities tend
to be small, containing anywhere from 30 to 120
individuals. Said communities are usually run by
a Mayor (who is often self-appointed), but have
no real structure. The Kokiri know right from
wrong and rarely need guidance (that's what
their Faerie companion is for). They live simply
and peacefully most of the time, rarely
brandishing a weapon for anything more violent
than hunting (an infrequent event). When
roused, though, Kokiri can be exceedingly fierce
and are deadly accurate with slingshots and
bows.
Religion: Kokiri, in general, don't practice any
religion per se. They are servants of the great
spirits of the earth, which could be called a form
of religion. Those Kokiri who have ventured
outside their forests sometimes pick up a
religion. Most take to worshipping Farore or
Nayru, but some worship Din. The Kokiri take
the word of the great earth spirits as law, rarely
disobeying them. For a very long time one
particular community of Kokiri were convinced
that they would drop dead if they stepped into
the outside world, because the spirit they served
told them that only death lay beyond the forest
(this was during the War of Power, so it was
accurate enough at the time).
Aspect: The Kokiri are intrinsically connected
with the forest, some believe that without them
the forests of the world would cease to be. As
such, all Kokiri are talented in the use of Forest
magic. Forest magic comes naturally to them,
and those that don't become Wilderfolk often
take up the mantle of Wizzrobe. Kokiri have an
exceedingly difficult time using Shadow magic,
some scholars attribute this to their child-like
innocence. Even those that do have some skill
with Shadow magic are loathe to use it, as it
usually leaves a bad taste in their mouths. Kokiri
are also loathe to use Fire magic, but have no
real trouble doing so. They shun its use for more
practical reasons i.e. they live in forests and
don't want them to burn down around their ears.
Adventurers: The Kokiri adventure for many
reasons, but most often at the behest of the
spirit they serve. Few, if any, adventure for
riches as Kokiri rarely have any sense of material
worth. Ambition isn't a common trait in Kokiri
(and those that exhibit it tend to end up as the
Mayor of a community) making adventuring for
the acquisition of power rare. Some Kokiri have
personal reasons to adventure. A legendary
Kokiri wilderfolk is said to have adventured to
avenge the death of his entire community at the
hands of Moblins. Kokiri have also been known
to develop a love for adventure after they get
over their initial mistrust of the outside world.
Kokiri Racial Traits
• +4 Dexterity, +2 Wisdom, -2 Strength, -2
Constitution; Kokiri are extremely quick
and skilled with their hands, but have
delicate frames and constitutions.
• Small: Kokiri gain a +1 size bonus to
both Defense and attack rolls, and a +4
size bonus on Hide checks, but they must
use smaller weapons than medium-sized
creatures, and their lifting and carrying
limits are three-quarters those of
medium-sized creatures.
• Kokiri base speed is 20 ft.
• +2 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Ageless: When kokiri take up residency
in a forest, they become one with the
land. Empathically and emotionally, they
link their very life essences to the forest
around them. Doing so requires that a
kokiri willingly create an active bond with
the forest. This can be done in two
different ways. First, the kokiri must dwell
within the forest's depths for a period of 3
years, during which time he ages
normally. After three years of dwelling
within the chosen woods, the kokiri is
agelessly bound to it. Thereafter, the
kokiri ceases aging when he reaches his
adult age. Alternately, a kokiri born into a
forest is empathically bonded to it and
ages only to maturity. If a kokiri leaves
the forest he is bonded to he begins to
age regularly. This aging stops again if
the kokiri returns to his bonded forest. A
bonded forest is defined as any body of
woods both large enough to support the
kokiri in natural and essential resources
(food, water, shelter, etc) and covers at
least 3 miles of land. The bonded forest
can be no larger than 10 miles in land
coverage, insuring that kokiri settlements
remain small and somewhat secluded.
Additionally, if the bonded forest borders
other forests, the 10 mile limit applies to
what is bonded and what is not. Thus a
kokiri, traveling outside his bonded 10
miles into an adjacent forest without any
terrain lapse still begins to age until he
returns to his bonded land.
• Every kokiri automatically starts with the
Attunement feat (for Fairy companion)
• Low-light Vision: Kokiri can see twice as
far as normal in moonlight, torchlight,
28 candlelight and other similar lighting
conditions as normal. They retain the
ability to distinguish color and detail under
these conditions.
• +2 racial bonus on Move Silently, Listen,
and Spot checks: Kokiri are a lithe,
stealthy folk with keen senses heightened
by their wilderness habitats.
• +4 racial bonus to saves versus charms
and sleep-like effects: Kokiri are resistant
to the chicanery of some types of magic.
• +2 racial bonus on Survival checks:
Through habitation in the wild, Kokiri are
attuned to the ways of the wilds.
• Weapon Familiarity: Kokiri receive the
Simple Weapon Proficiency feat in sling,
dagger, and shortspear.
• Automatic Languages: Kokiri and
Hylian.
• Bonus Languages: Any.
• Favored Class: Wilderfolk. A multiclass
kokiri’s wilderfolk class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Forest.
• Opposed Aspect: Shadow.
Secreted within the depths of the forests, the
isolationist Kokiri are rarely seen. Mere myth to
most, the Kokiri have served the will of the Great
Deku Tree and other spirits of the earth for
millennia and, with any luck, will continue to do
so for many millennia to come. Child-like and
innocent but courageous in tight spots, the Kokiri
are slow to trust outsiders but are loyal to the
bitter end.
Personality: The Kokiri are child-like in more
than just physical appearance. Kokiri tend to be
optimistic, curious, and a bit mischievous. They
tend to by shy around non-Kokiri, until they get
to know them, but are steadfast friends. Kokiri,
due to their isolationist natures, also possess
near child-like innocence (though there are
exceptions). Endowed with an innate sense of
right and wrong, there are rarely any 'bad apples'
amongst the Kokiri.
Physical Appearance: Much like the Deku, the
Kokiri are a small race. Kokiri generally grow to
be about the same height as Hylian children, with
little difference between the height of females
and males. Many people mistake Kokiri for
Hylian children, as the two groups look very
similar. Kokiri, while within any forest that they
have formed an affinity with, do not age. Kokiri
may have any physical traits (hair, eye color)
that Hylians have but some individuals are known
to display a trait not seen amongst the Hylians,
emerald green hair. Kokiri are not known for
being the toughest, or the strongest race out
there but they are well known for their great
agility and speed. Little is known of how the
Kokiri are born or what sort of lives they lead,
but most appear to be Hylian children around 10-
12 years of age. Some speculate that the Kokiri
are born directly from the great spirits of the
earth, while others insist that they are born like
Hylians and simply stop aging after a while! It's
just one more mystery about the Kokiri that
might never be solved.
Relations: The Kokiri are an isolationist people,
they rarely have dealings with outsiders. It's not
that they are afraid of outsiders (though most
are cautious around them) or that they hate
them (hatred is nearly an alien emotion to most
Kokiri). Simply put, outsiders rarely venture into
the deep forests where the Kokiri make their
homes. The Kokiri try to approach outsiders with
an open mind, but have some prejudices. Kokiri
are generally friendly toward Deku, Hylians, Rito,
and Subrosians. The Kokiri feel some kinship to
the Goron, as both are creatures of the earth,
but while Kokiri are creatures of the living earth
Gorons are also creatures of Fire. Thus the
Kokiri tend to keep the Goron at arms length
more often than not, neither trusting nor
distrusting them on sight. The Gerudo and Kokiri
have rarely had contact with one another over
the millennia. One of the few times was when
Ganondorf Dragmire cursed the original Great
Deku Tree, eventually killing the powerful spirit
of the earth. Though the Gerudo have not done
violence to the Kokiri since the Kokiri are cool
toward them. The Kokiri have had almost no
contact with the Tokay, and as such judge them
on a case-by-case basis. Kokiri, like most other
races, mistrust and fear Moblins. Moblins have
been known to raid Kokiri villages and show no
mercy. The Kokiri show them no mercy in kind.
The Kokiri have a very powerful connection to a
race not normally seen but always present, the
Faeries. Kokiri and Faerie have lived together for
time out of mind in a sort of symbiotic
relationship. Every Kokiri has a Faerie
companion from the moment they are born to
the moment they die. How this companion is
chosen or for what reason is not known.
Focus: Kokiri are almost exclusively of the Light
focus. They are servants of the great spirits of
the earth and work toward harmony and peace in
all things. Some Kokiri take a more standoffish
approach to life though, the Shadow focus being
the second most common among the Kokiri.
Very few Kokiri are of the Dark focus. Those
Kokiri who are of the Dark focus are amongst the
27
vilest creatures alive. Children are, after all, the
cruelest creatures.
Kokiri Lands: The Kokiri have no recognized
lands, for they make their homes deep within the
boundaries of the forests of the world, rarely
venturing outside (being outside of the forest too
long causes their bodies to begin to age). Kokiri
often live within established lands for millennia
without being noticed. Kokiri communities tend
to be small, containing anywhere from 30 to 120
individuals. Said communities are usually run by
a Mayor (who is often self-appointed), but have
no real structure. The Kokiri know right from
wrong and rarely need guidance (that's what
their Faerie companion is for). They live simply
and peacefully most of the time, rarely
brandishing a weapon for anything more violent
than hunting (an infrequent event). When
roused, though, Kokiri can be exceedingly fierce
and are deadly accurate with slingshots and
bows.
Religion: Kokiri, in general, don't practice any
religion per se. They are servants of the great
spirits of the earth, which could be called a form
of religion. Those Kokiri who have ventured
outside their forests sometimes pick up a
religion. Most take to worshipping Farore or
Nayru, but some worship Din. The Kokiri take
the word of the great earth spirits as law, rarely
disobeying them. For a very long time one
particular community of Kokiri were convinced
that they would drop dead if they stepped into
the outside world, because the spirit they served
told them that only death lay beyond the forest
(this was during the War of Power, so it was
accurate enough at the time).
Aspect: The Kokiri are intrinsically connected
with the forest, some believe that without them
the forests of the world would cease to be. As
such, all Kokiri are talented in the use of Forest
magic. Forest magic comes naturally to them,
and those that don't become Wilderfolk often
take up the mantle of Wizzrobe. Kokiri have an
exceedingly difficult time using Shadow magic,
some scholars attribute this to their child-like
innocence. Even those that do have some skill
with Shadow magic are loathe to use it, as it
usually leaves a bad taste in their mouths. Kokiri
are also loathe to use Fire magic, but have no
real trouble doing so. They shun its use for more
practical reasons i.e. they live in forests and
don't want them to burn down around their ears.
Adventurers: The Kokiri adventure for many
reasons, but most often at the behest of the
spirit they serve. Few, if any, adventure for
riches as Kokiri rarely have any sense of material
worth. Ambition isn't a common trait in Kokiri
(and those that exhibit it tend to end up as the
Mayor of a community) making adventuring for
the acquisition of power rare. Some Kokiri have
personal reasons to adventure. A legendary
Kokiri wilderfolk is said to have adventured to
avenge the death of his entire community at the
hands of Moblins. Kokiri have also been known
to develop a love for adventure after they get
over their initial mistrust of the outside world.
Kokiri Racial Traits
• +4 Dexterity, +2 Wisdom, -2 Strength, -2
Constitution; Kokiri are extremely quick
and skilled with their hands, but have
delicate frames and constitutions.
• Small: Kokiri gain a +1 size bonus to
both Defense and attack rolls, and a +4
size bonus on Hide checks, but they must
use smaller weapons than medium-sized
creatures, and their lifting and carrying
limits are three-quarters those of
medium-sized creatures.
• Kokiri base speed is 20 ft.
• +2 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Ageless: When kokiri take up residency
in a forest, they become one with the
land. Empathically and emotionally, they
link their very life essences to the forest
around them. Doing so requires that a
kokiri willingly create an active bond with
the forest. This can be done in two
different ways. First, the kokiri must dwell
within the forest's depths for a period of 3
years, during which time he ages
normally. After three years of dwelling
within the chosen woods, the kokiri is
agelessly bound to it. Thereafter, the
kokiri ceases aging when he reaches his
adult age. Alternately, a kokiri born into a
forest is empathically bonded to it and
ages only to maturity. If a kokiri leaves
the forest he is bonded to he begins to
age regularly. This aging stops again if
the kokiri returns to his bonded forest. A
bonded forest is defined as any body of
woods both large enough to support the
kokiri in natural and essential resources
(food, water, shelter, etc) and covers at
least 3 miles of land. The bonded forest
can be no larger than 10 miles in land
coverage, insuring that kokiri settlements
remain small and somewhat secluded.
Additionally, if the bonded forest borders
other forests, the 10 mile limit applies to
what is bonded and what is not. Thus a
kokiri, traveling outside his bonded 10
miles into an adjacent forest without any
terrain lapse still begins to age until he
returns to his bonded land.
• Every kokiri automatically starts with the
Attunement feat (for Fairy companion)
• Low-light Vision: Kokiri can see twice as
far as normal in moonlight, torchlight,
28 candlelight and other similar lighting
conditions as normal. They retain the
ability to distinguish color and detail under
these conditions.
• +2 racial bonus on Move Silently, Listen,
and Spot checks: Kokiri are a lithe,
stealthy folk with keen senses heightened
by their wilderness habitats.
• +4 racial bonus to saves versus charms
and sleep-like effects: Kokiri are resistant
to the chicanery of some types of magic.
• +2 racial bonus on Survival checks:
Through habitation in the wild, Kokiri are
attuned to the ways of the wilds.
• Weapon Familiarity: Kokiri receive the
Simple Weapon Proficiency feat in sling,
dagger, and shortspear.
• Automatic Languages: Kokiri and
Hylian.
• Bonus Languages: Any.
• Favored Class: Wilderfolk. A multiclass
kokiri’s wilderfolk class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Forest.
• Opposed Aspect: Shadow.