Post by king of hyrule on Aug 28, 2005 18:19:09 GMT -5
Zora
Zora are aquatic humanoids that originally came
from the underwater kingdom beneath the Sea of
Storms. Many have migrated to form colonies in
other aquatic locations. Others were either
banished, or left of their own accord, to start a
life of banditry and adventure. Over the
centuries, the civilized noble zora have become
almost a race apart from their savage brethren,
although they still suffer the stigma from other
races that can tell little difference between the
two.
Personality: Most zora are peaceful and tranquil
at heart, enjoying life, and seeking to perfect
their chosen vocation, be it practical,
philosophical, or artistic in nature. To zora, there
is little difference in excellence whether it is for
construction, song, or leadership. However, some
zora have deviant personalities, harboring secret
feelings of anger, jealousy, and hatred. When
discovered, usually by revealing their emotions,
such zora are cast out, exiled from their homes,
and forced to live a life of crime and selfishness.
Physical Description: Noble zora, often called
blue or sea zora, are little over 5 feet tall on
average, and usually weigh just over 110 lbs.
They are covered with pale blue scales, and have
several fins and crests adorning their arms and
heads. Their scales are usually quite supple and
shiny, and seem almost white. Exiled zora,
known as river or green zora, tend to have rough
light green scales, resulting from many years
foraging on the surface. Although the color of
their scales usually denotes whether they are
noble zora, this is not always the case. Some
freshly exiled zora may retain their blue scales
for a long time, while some zora who spend a lot
of time on the surface develop the green
markings of an exiled zora.
Relations: Many years of alliance and cooperation
between the zoran colonies and many
of the other light-focused races of the lands, such
as kokiri and hylians, has built a long tradition of
friendship between them. However, the attacks
and banditry of the zoran exiles have done much
to tarnish the good relations between these
kingdoms. Very few can tell the difference
between the noble and exiled zora, and is usually
the domain of the learned peoples of such
kingdom. Since these are the types that noble
zorans would associate with most, discussing
arts, theology, and culture, when not working
together to better the lands of the Tri-Force, this
is not too much of a problem.
Most of the other races are neutral towards zora,
not quite understanding the difference between
the nobles and exiles, and holding the zora to
blame for many of the atrocities caused by the
zoran exiles. Gerudos and moblins are openly
hostile towards all zora, after suffering years of
raids and attacks from the exiles, and retaliating
in kind.
Focus: Most zora are light focused by nature,
and zora with any other focus are usually exiled.
Why the zora deal with their malcontents this
way is a matter of contention between the many
peoples of the world. Still, those that remain part
of the zora society work together to maintain
their societies and ideals, while the exiles try to
do all they can to bring their noble brethren to
ruin.
Zoran lands: Zora originally come from their
underwater kingdom beneath the Sea of Storms.
However, after years of development and
civilization, they have established a number of
other colonies in locations such as in Martha’s
Bay on Koholint Island. The most famous colony
is in Hyrule, in the large lake at the source of
River Hyrule. The zora there immediately made
contact with the Hyrulian Royal House, and
offered an alliance, which has lasted this day.
Exiled zora do not have any lands of their own,
but are often be found in the waterways around
the many lands, waiting to ambush unwary
travelers for supplies and treasure.
Religion: In an enlightened society such as the
zoran kingdom, religion is little importance.
Instead, theology is treated like philosophy,
biology, and practically every other school of
learning. Theologians are more likely to show
devout tendencies more towards discovering
knowledge about the Tri-Force than they would
to the Goddesses themselves. Those in the zoran
village beneath the Sea of Storms do show some
devotion to their ancient protector, Lord Jabu-
Jabu, and often invoke his name in protective
gestures. However, he is venerated more as an
34 old and wise leader, rather than an actual god,
and is cared for and looked after by special zoran
attendants.
Aspects: Being aquatic, Zora have an innate
affinity with water, even if they are not
wizzrobes. Besides water, the noble zora are
more likely to gravitate towards magic of light, to
discover how to better themselves and their arts,
while their exiled brethren will move towards
shadow to better hide their darker natures. Zora
of both types also sometimes study the magic of
the spirit, in order to aid their arts, or control
their tools of revenge. All zora have trouble with
fire magic, because it is somehow weakened and
extinguished by their own water affinities, and
the power of such magic is sometimes enough to
cause them to dry out when on land.
Adventurers: Zora are not adventurers by
nature, but are instead often forced into the role.
Whether on a dangerous mission, or exiled
because of their shadowy natures, extensive
periods of time on the surface will mark them
forever. They will become more resourceful at
the least, for extensive inland forays will require
much planning at least. They may also bring
back tales of other lands, other cultures, and of
their own exploits against the powers of the
world. They would have grown differently to the
sterile, and often boring, communities of the
noble zora, and will find it very hard to return
home.
Zora Racial Traits
• +2 Dexterity, -2 Constitution: The light,
narrow-framed zora are quick and
graceful but sensitive to environmental
toxins and stresses.
• Medium-size: As medium-size creatures,
zora do not have any special advantages
or disadvantages for their size.
• Zora base Speed is 30 ft. Swim speed: 50
ft. Zora can swim as easily as hylians walk
(considered to be taking 10 on Swim
checks), and may use the run option in
water as on land. Zora also gain a +10
racial bonus to any Swim check to
perform some special action, avoid a
hazard, or overcome weight penalties
above DC 10. However, Swim speed is cut
by 10 ft and the ability to take 10 on
Swim checks is unavailable if swimming is
attempted while armor check is at -3 or
worse. If armor check is -6 or worse, the
zora must attempt to swim as if it were a
hylian with its current speed.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense. When at least
½ submerged in water, this bonus
increases to +3.
• Greater Low-light Vision: Zora can see
four times as far as normal in moonlight,
torchlight, candlelight and other similar
lighting conditions as normal. They retain
the ability to distinguish color and detail
under these conditions.
• Natural Attacks (Ex): Zora have two
natural unarmed fin attacks that deal 1d4
+ Strength bonus slashing damage. To
use both attacks, the zora must take the
full attack action and fights as if with two
light weapons and possessing the Two-
Weapon-Fighting feat while using these
fins. Martially inclined zora can (and often
do) take Weapon Finesse with these
attacks. Zora may make these attacks in
addition to any other allowed ranged and
melee attacks, though the fin attacks are
made at a -5 penalty to hit and deal 1d4
+ ½ Strength bonus damage.
• Limited Amphibiousness (Ex): Zora
can spend one day per point of
Constitution away from any moisture. At
the end of that time, the zora is in
constant threat of dehydration (see the
rules for dehydration and drowning in the
Dungeon Master’s Guide) unless the zora
re-enters a moist clime, is splashed
periodically, or drinks twice as much
water as each day.
• +2 racial bonus to Hide and Listen checks
when underwater: Zora are at home in
the water and are nearly impossible to
surprise in their native habitat.
• -2 racial penalty on Bluff and Diplomacy
checks involving any dishonest act: Zora
make terrible liars due the reflexive
expressiveness of their bodies and faces
and their innate innocence and attitudes.
• Automatic Languages: Zora and Hylian.
• Bonus Languages: Any.
• Favored class: Performer. A multiclass
zora’s performer 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: Water.
• Opposed Aspect: Fire.
Zora are aquatic humanoids that originally came
from the underwater kingdom beneath the Sea of
Storms. Many have migrated to form colonies in
other aquatic locations. Others were either
banished, or left of their own accord, to start a
life of banditry and adventure. Over the
centuries, the civilized noble zora have become
almost a race apart from their savage brethren,
although they still suffer the stigma from other
races that can tell little difference between the
two.
Personality: Most zora are peaceful and tranquil
at heart, enjoying life, and seeking to perfect
their chosen vocation, be it practical,
philosophical, or artistic in nature. To zora, there
is little difference in excellence whether it is for
construction, song, or leadership. However, some
zora have deviant personalities, harboring secret
feelings of anger, jealousy, and hatred. When
discovered, usually by revealing their emotions,
such zora are cast out, exiled from their homes,
and forced to live a life of crime and selfishness.
Physical Description: Noble zora, often called
blue or sea zora, are little over 5 feet tall on
average, and usually weigh just over 110 lbs.
They are covered with pale blue scales, and have
several fins and crests adorning their arms and
heads. Their scales are usually quite supple and
shiny, and seem almost white. Exiled zora,
known as river or green zora, tend to have rough
light green scales, resulting from many years
foraging on the surface. Although the color of
their scales usually denotes whether they are
noble zora, this is not always the case. Some
freshly exiled zora may retain their blue scales
for a long time, while some zora who spend a lot
of time on the surface develop the green
markings of an exiled zora.
Relations: Many years of alliance and cooperation
between the zoran colonies and many
of the other light-focused races of the lands, such
as kokiri and hylians, has built a long tradition of
friendship between them. However, the attacks
and banditry of the zoran exiles have done much
to tarnish the good relations between these
kingdoms. Very few can tell the difference
between the noble and exiled zora, and is usually
the domain of the learned peoples of such
kingdom. Since these are the types that noble
zorans would associate with most, discussing
arts, theology, and culture, when not working
together to better the lands of the Tri-Force, this
is not too much of a problem.
Most of the other races are neutral towards zora,
not quite understanding the difference between
the nobles and exiles, and holding the zora to
blame for many of the atrocities caused by the
zoran exiles. Gerudos and moblins are openly
hostile towards all zora, after suffering years of
raids and attacks from the exiles, and retaliating
in kind.
Focus: Most zora are light focused by nature,
and zora with any other focus are usually exiled.
Why the zora deal with their malcontents this
way is a matter of contention between the many
peoples of the world. Still, those that remain part
of the zora society work together to maintain
their societies and ideals, while the exiles try to
do all they can to bring their noble brethren to
ruin.
Zoran lands: Zora originally come from their
underwater kingdom beneath the Sea of Storms.
However, after years of development and
civilization, they have established a number of
other colonies in locations such as in Martha’s
Bay on Koholint Island. The most famous colony
is in Hyrule, in the large lake at the source of
River Hyrule. The zora there immediately made
contact with the Hyrulian Royal House, and
offered an alliance, which has lasted this day.
Exiled zora do not have any lands of their own,
but are often be found in the waterways around
the many lands, waiting to ambush unwary
travelers for supplies and treasure.
Religion: In an enlightened society such as the
zoran kingdom, religion is little importance.
Instead, theology is treated like philosophy,
biology, and practically every other school of
learning. Theologians are more likely to show
devout tendencies more towards discovering
knowledge about the Tri-Force than they would
to the Goddesses themselves. Those in the zoran
village beneath the Sea of Storms do show some
devotion to their ancient protector, Lord Jabu-
Jabu, and often invoke his name in protective
gestures. However, he is venerated more as an
34 old and wise leader, rather than an actual god,
and is cared for and looked after by special zoran
attendants.
Aspects: Being aquatic, Zora have an innate
affinity with water, even if they are not
wizzrobes. Besides water, the noble zora are
more likely to gravitate towards magic of light, to
discover how to better themselves and their arts,
while their exiled brethren will move towards
shadow to better hide their darker natures. Zora
of both types also sometimes study the magic of
the spirit, in order to aid their arts, or control
their tools of revenge. All zora have trouble with
fire magic, because it is somehow weakened and
extinguished by their own water affinities, and
the power of such magic is sometimes enough to
cause them to dry out when on land.
Adventurers: Zora are not adventurers by
nature, but are instead often forced into the role.
Whether on a dangerous mission, or exiled
because of their shadowy natures, extensive
periods of time on the surface will mark them
forever. They will become more resourceful at
the least, for extensive inland forays will require
much planning at least. They may also bring
back tales of other lands, other cultures, and of
their own exploits against the powers of the
world. They would have grown differently to the
sterile, and often boring, communities of the
noble zora, and will find it very hard to return
home.
Zora Racial Traits
• +2 Dexterity, -2 Constitution: The light,
narrow-framed zora are quick and
graceful but sensitive to environmental
toxins and stresses.
• Medium-size: As medium-size creatures,
zora do not have any special advantages
or disadvantages for their size.
• Zora base Speed is 30 ft. Swim speed: 50
ft. Zora can swim as easily as hylians walk
(considered to be taking 10 on Swim
checks), and may use the run option in
water as on land. Zora also gain a +10
racial bonus to any Swim check to
perform some special action, avoid a
hazard, or overcome weight penalties
above DC 10. However, Swim speed is cut
by 10 ft and the ability to take 10 on
Swim checks is unavailable if swimming is
attempted while armor check is at -3 or
worse. If armor check is -6 or worse, the
zora must attempt to swim as if it were a
hylian with its current speed.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense. When at least
½ submerged in water, this bonus
increases to +3.
• Greater Low-light Vision: Zora can see
four times as far as normal in moonlight,
torchlight, candlelight and other similar
lighting conditions as normal. They retain
the ability to distinguish color and detail
under these conditions.
• Natural Attacks (Ex): Zora have two
natural unarmed fin attacks that deal 1d4
+ Strength bonus slashing damage. To
use both attacks, the zora must take the
full attack action and fights as if with two
light weapons and possessing the Two-
Weapon-Fighting feat while using these
fins. Martially inclined zora can (and often
do) take Weapon Finesse with these
attacks. Zora may make these attacks in
addition to any other allowed ranged and
melee attacks, though the fin attacks are
made at a -5 penalty to hit and deal 1d4
+ ½ Strength bonus damage.
• Limited Amphibiousness (Ex): Zora
can spend one day per point of
Constitution away from any moisture. At
the end of that time, the zora is in
constant threat of dehydration (see the
rules for dehydration and drowning in the
Dungeon Master’s Guide) unless the zora
re-enters a moist clime, is splashed
periodically, or drinks twice as much
water as each day.
• +2 racial bonus to Hide and Listen checks
when underwater: Zora are at home in
the water and are nearly impossible to
surprise in their native habitat.
• -2 racial penalty on Bluff and Diplomacy
checks involving any dishonest act: Zora
make terrible liars due the reflexive
expressiveness of their bodies and faces
and their innate innocence and attitudes.
• Automatic Languages: Zora and Hylian.
• Bonus Languages: Any.
• Favored class: Performer. A multiclass
zora’s performer 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: Water.
• Opposed Aspect: Fire.