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	<id>http://library.hyrulecastle.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UnnamedDude</id>
	<title>Hyrule Castle Library - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://library.hyrulecastle.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UnnamedDude"/>
	<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php/Special:Contributions/UnnamedDude"/>
	<updated>2026-05-19T10:39:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Four-Armed&amp;diff=3047</id>
		<title>Four-Armed</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Four-Armed&amp;diff=3047"/>
		<updated>2015-01-05T16:31:56Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: &amp;quot;Four-armed&amp;quot; was spelled &amp;quot;four-armored&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=70&lt;br /&gt;
|field1=Stalfos&lt;br /&gt;
|field2=Transform}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Four-Armed&amp;#039;&amp;#039;&amp;#039; is a utility trait, and an exclusive [[racial perk]] for [[Stalfos]] and [[Race:Great Fairy|Great Fairies]].  As such, a Stalfos or Great Fairy can choose to gain it as a perk upon character creation.  Unlike most racial perks, gaining Four-Armed costs two racial perk &amp;quot;slots.&amp;quot;  A Stalfos with this perk may be known as a &amp;quot;Stalmaster.&amp;quot;  Since this is an exclusive perk, other races cannot acquire it as a treasure.&lt;br /&gt;
&lt;br /&gt;
A Stalfos or Great Fairy with this trait was either raised with, or later gains somehow, an additional pair of arms attached on top of his shoulders.  He is effectively able to maneuver them like his normal arms, though they severely lack in dexterity.  A very rough comparison is that one of these extra hands is no more nimble than a [[Hylian]]&amp;#039;s hand when it is completely numb.  As such, these arms cannot perform skillful tasks like fencing or writing, but are still capable of gripping a weapon and swinging it.  [[Category:Canonical Treasures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|stalfos=yes|fairy=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Phantasmal_Flame_(material)&amp;diff=2993</id>
		<title>Phantasmal Flame (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Phantasmal_Flame_(material)&amp;diff=2993"/>
		<updated>2014-12-30T06:23:29Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|title=Phantasmal Flame&lt;br /&gt;
|outfitter=yes&lt;br /&gt;
|weaponsmith=yes&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|set=25&lt;br /&gt;
|field1=Fire&lt;br /&gt;
|field2=Poe&lt;br /&gt;
|field3=Transform&lt;br /&gt;
|field4=Shadow&lt;br /&gt;
|field5=Undead}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phantasmal Flame&amp;#039;&amp;#039;&amp;#039; appears as a burning wisp of violet fire.  This is a [[:Category:Materials|material]] which can be used by a [[Weaponsmith]] to create a weapon or shield.  An [[Outfitter]] can use it to create armor or any other garment.  The flame is said to belong belonging to a vengeful [[Race:Poe|poe]] whose regrets tie him to the material world.&lt;br /&gt;
&lt;br /&gt;
To make a weapon with Phantasmal Flame requires double the normal amount of material.  Thus, 40 rupees worth of this material is required.  A weapon skillfully soaked in Phantasmal Flame by a skilled Weaponsmith gains the ability to become ethereal.  When ethereal, the affected weapon has the ability to phase through all non-living objects as if they had never existed; however, it is incapable of phasing through organic creatures and [[undead]] monsters.  This in effect negates the effect of nonmagical armor.&lt;br /&gt;
&lt;br /&gt;
To make armor, clothing, or a shield, only the normal amount of this material is required.  Armor, clothing, or a shield affected by Phantasmal Flame also gain the ability to become ethereal.  When ethereal, the affected item becomes transparent and weightless.  Organic objects are still deflected by this invisible armor, but physical objects pass through effortlessly.&lt;br /&gt;
&lt;br /&gt;
Whether weapon or armor, the affected item&amp;#039;s transformation into its ethereal form, or back into its physical form, takes less than a second.  What triggers the change depends on how the item is crafted, but is usually a phrase or gesture.  Once the change is triggered, there&amp;#039;s a delay of a few seconds before the transformation is complete.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Phantasmal Flame treasure is an original creation by Hyrule Castle&amp;#039;s members.  Its concept is credited to [http://forums.hyrulecastle.org/index.php?members/eevachu.55/ Eevachu] and [http://forums.hyrulecastle.org/index.php?members/clooby.106/ Clooby]. &lt;br /&gt;
[[Category:Created by Eevachu]]&lt;br /&gt;
[[Category:Created by Clooby]]&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Vile_Coating_(material)&amp;diff=2992</id>
		<title>Vile Coating (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Vile_Coating_(material)&amp;diff=2992"/>
		<updated>2014-12-30T06:20:49Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: extra &amp;quot;can&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|field1=Disable&lt;br /&gt;
|field2=Trap&lt;br /&gt;
|weaponsmith=yes&lt;br /&gt;
|outfitter=yes&lt;br /&gt;
|form=Organic Item&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|set=2}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Vile Coating&amp;#039;&amp;#039;&amp;#039; is a [[material]] which a [[Weaponsmith]] or [[Outfitter]] can imbue into any item they craft.  The taste of the item becomes universally grotesque.  Any creature which licks or tastes the object will almost surely empty the contents of its stomach within seconds.  For better or worse, however, this coating doesn&amp;#039;t possess any notable coloring or odor, making it difficult to detect.  It should go without saying that any adventurer wearing a Vile Coating will surely never find himself devoured.&lt;br /&gt;
&lt;br /&gt;
{{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Smoke_Seed_(material)&amp;diff=2991</id>
		<title>Smoke Seed (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Smoke_Seed_(material)&amp;diff=2991"/>
		<updated>2014-12-30T06:16:54Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Seed Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|botanist=yes&lt;br /&gt;
|form=Organic Item&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|set=3&lt;br /&gt;
|field1=Shadow&lt;br /&gt;
|field2=Seed}}&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;Smoke Seed&amp;#039;&amp;#039;&amp;#039; appears as a small fruit, with a gray color.   {{Seed|Smoke Seed Supply}}&lt;br /&gt;
&lt;br /&gt;
When a Smoke Seed is struck against a hard surface, it bursts open to rapidly fill roughly 9 square feet (or 2 square meters) of dark smoke in just a few seconds.  This smoke is largely harmless, but is extremely effective at blocking vision.  Several of them can be used simultaneously to fill larger areas with smoke.  This smoke is mundane, and thus will be easily affected by wind or other environmental effects which affect gases.  Smoke Seeds work effectively as as slingshot ammunition, but can also be thrown by hand. &lt;br /&gt;
&lt;br /&gt;
{{SeedEffect|Shadow}}&lt;br /&gt;
&lt;br /&gt;
Notably, a Botanist can use 2 [[Deku Nut]]s and 3 Smoke Seeds to craft a [[Scoot Fruit Supply]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Seed Effects==&lt;br /&gt;
By using three Smoke Seeds, along with at least three other seeds, a Botanist is able to create a {{Field|Seed}} {{Field|Supply}} with one of the following effects.  These effects will combine with the effects of other seed types used as materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;width: 100%&amp;quot;&lt;br /&gt;
! Effect Name !! Description of Effect&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Smoke&amp;#039;&amp;#039;&amp;#039;  || style=&amp;quot;text-align: left&amp;quot;| The normal effect of a Smoke Seed occurs.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cloak&amp;#039;&amp;#039;&amp;#039; || style=&amp;quot;text-align: left&amp;quot;| When the seed impacts a surface or is eaten, the affected object or individual reflects far less light than usual.  This has the effect of the object appearing nearly black, making it nearly impossible to see in darkness.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vile Veil&amp;#039;&amp;#039;&amp;#039; || style=&amp;quot;text-align: left&amp;quot;| As long as one seed is held in the user&amp;#039;s palm, they will suffer far less damage from {{Field|Light}} attacks than usual.  This effectively negates any weakness to light the user may have, as is the case with [[undead]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Truth&amp;#039;&amp;#039;&amp;#039; || style=&amp;quot;text-align: left&amp;quot;| After the seed is eaten, the user will be able to see through [[:Category:Illusion Field|illusions]], as if using a [[Lens of Truth]] or a [[Cross]].  This effect lasts for a couple minutes.&lt;br /&gt;
|-&lt;br /&gt;
| style=white-space:nowrap|&amp;#039;&amp;#039;&amp;#039;Shadow Punch&amp;#039;&amp;#039;&amp;#039; || style=&amp;quot;text-align: left&amp;quot;| After one seed is eaten, the next physical contact the eater makes will cause an agonizing impact which inflicts {{Field|Shadow}} damage, and emanates a shadowy aura.  Indirect hits, such as from a sword or projectile, are unaffected.&lt;br /&gt;
|- &lt;br /&gt;
| style=white-space:nowrap| &amp;#039;&amp;#039;&amp;#039;Fog&amp;#039;&amp;#039;&amp;#039; || style=&amp;quot;text-align: left&amp;quot;| So long as the seed is held, or shortly after the seed is eaten, the user appears to be surrounded in a black smoke or a white mist, depending on the user&amp;#039;s discretion.  This is an {{Field|Illusion}} effect, which tends to make the user seem more supernaturally powerful, divinely benevolent, or atrociously evil, than he or she actually is.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Elixir Effects==&lt;br /&gt;
Smoke Seeds can also be combined with specific quantities of other seeds to create a {{Field|PerQuest}} [[:Category:Potion Field|Elixir]] with one of the following effects.  As usual, the Botanist is able to produce multiple elixirs if her Botanist level is high enough.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;width: 100%&amp;quot;&lt;br /&gt;
! Elixir Name !! Seeds !! Resulting Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Fog Paint&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 1 Smoke + 1 [[Scent Seed (material)|Scent]]  || style=&amp;quot;text-align: left&amp;quot;| This paint is enough to cover one wall, or douse one creature.  The affected object will appear pitch-black, and billow a black smoke indefinitely, until it is washed off with water or a similar fluid.  As a strange side effect, if this paint is drunk like a potion, the drinker will die, but will appear for all intents and purposes to have died from asphyxiation, rather than poisoning.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image Oil&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 1 Smoke + 1 [[Deku Nut (material)|Deku]] || style=&amp;quot;text-align: left&amp;quot;|This oil is designed to be dumped over a creature or physical object.  After the target moves from its current position, left in its place will be an [[:Category:Illusion Field|illusory]] image of that object.  The illusion is extremely life-like, and will perfectly mimic the sights and sounds of the affected target, as that target would be in its idle state.  A [[Hylian]] will appear to be breathing and blinking, for instance.  However, physical objects will pass through it as easily as they could pass through air.  This illusion persists for up to 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bottled Darkness&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 2 Smoke + 2 [[Compaction Seed (material)|Compact]] || style=&amp;quot;text-align: left&amp;quot;| By uncorking or breaking this bottle, a blanket of superficial darkness floods the area.  This is enough to fill almost any enclosed room, and can cover an entire city block if used outside.  This supernatural darkness extinguishes any light within its borders, but does not prevent abilities such as [[Sense]] or [[Nightvision]], and can be seen through clearly using a [[Lens of Truth]].  After a couple minutes, the darkness will pass.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vile Breath&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 4 Smoke + 4 [[Breath Seed (material)|Breath]]  || style=&amp;quot;text-align: left&amp;quot;|For a brief period after drinking this potion, the user can exhale a cloud of poisonous gas, which covers an area with a diameter of about nine feet (or 3 meters).  When this gas touched or breathed in, a person will immediately begin to experience nausea, dizziness, and stomach pains that persist for several minutes.  Continued exposure may cause incapacitation, and loss of consciousness.  Any creature who is directly fed the gas, as if it is blown directly in their face, will almost surely be out for at least a day.  The cloud does not harm the one who exhaled it.  This cloud can only be produced once per potion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spectral Potion&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 4 Smoke + 4 [[Gale Seed (material)|Gale]] || style=&amp;quot;text-align: left&amp;quot;|After drinking this potion, the drinker&amp;#039;s body (and everything carried on it) becomes almost entirely transparent, nothing but a faint afterimage of their normal appearance.  While in this state, the drinker is able to pass through physical objects, even solid walls.  The drinker also becomes capable of gently floating in any direction he chooses, albeit at a very slow speed.  However, the user is also unable to interact with other physical objects during this time, and is unable to affect the world around them except through sound and sight.  This effect will subside after a couple minutes--and it is highly recommended for the drinker&amp;#039;s safety that he is not overlapping with physical objects when he reappears.&lt;br /&gt;
|-&lt;br /&gt;
| style=white-space:nowrap|&amp;#039;&amp;#039;&amp;#039;Allies of Shadow&amp;#039;&amp;#039;&amp;#039; || style=white-space:nowrap| 4 Smoke + 4 [[Magic Bean (material)|Magic]] || style=&amp;quot;text-align: left&amp;quot;|Dumping this bottle onto the ground creates two Floormasters, two Wallmasters, or one Floormaster and one Wallmaster.  Flinging the contents of this bottle into the air spawns four to seven Curse [[Keese]] or Blue Bubbles, either of which is able to produce [[Jinx]] effect on contact with the enemy.  Regardless of the creature created, it is inclined to follow the others of whoever created it.  In less than a few minutes, the creatures will abruptly vanish into smoke.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* {{Original}}&lt;br /&gt;
* Floormasters, Wallmasters, Curse Keese, and Blue Bubbles are canonical creatures, which also can be found on [http://zeldawiki.org Zelda Wiki].&lt;br /&gt;
* Most other Seed Effects and Elixir Effects are original creations of Hyrule Castle&amp;#039;s members.&lt;br /&gt;
[[Category:Canonical Treasures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Botanist}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Adhesion_Coating_(material)&amp;diff=2990</id>
		<title>Adhesion Coating (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Adhesion_Coating_(material)&amp;diff=2990"/>
		<updated>2014-12-30T06:10:55Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|title=Adhesion Coating&lt;br /&gt;
|outfitter=yes&lt;br /&gt;
|weaponsmith=yes&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|field1=Disable&lt;br /&gt;
|set=20}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adhesion Coating&amp;#039;&amp;#039;&amp;#039; is a fluid [[material]] which can be imbued by an [[Outfitter]] or [[Weaponsmith]] into any item he or she can [[craft]].  The coating itself appears as a pale red substance with a consistency similar to gelatin.  When this fluid is worked into an item, however, that item gains a phenomenal property.&lt;br /&gt;
&lt;br /&gt;
Whenever the wearer or wielder of the item shouts a specific phrase, such as, &amp;quot;Adhesion,&amp;quot; the item instantly becomes extremely adhesive. This adhesion is significantly stronger than common glue, as it can stick to any dry surface, even smooth metal, and is virtually impossible to pry off without the effect of a strength-enhancing effect, such as a [[Razor Seed (material)|Razor Seed]] or in some cases a [[Power Bracelet]].  Notably, any water or water-like fluid is capable of nullifying the surface&amp;#039;s adhesion--as it can&amp;#039;t stick to anything unless dry.  While the item is adhesive, the wielder can utter any phrase to cause it to return to its normal state, unsticking from any object it may currently be stuck on.  This phrase may be the same as the triggering phrase, or a different one.&lt;br /&gt;
&lt;br /&gt;
If an item has several completely separate parts--such as two gloves in a set of [[Category:Handgear Field|handgear]], or numerous arrows in a [[:Category:Supply Field|supply]]--the different parts may have different triggering phrases.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Several other treasures can cause more permanent adhesion, including [[Skulltula Paste]].&lt;br /&gt;
* {{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Expel_Glass_(material)&amp;diff=2989</id>
		<title>Expel Glass (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Expel_Glass_(material)&amp;diff=2989"/>
		<updated>2014-12-30T06:09:05Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|title=Expel Glass&lt;br /&gt;
|weaponsmith=yes&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Offensive&lt;br /&gt;
|field1=Disable&lt;br /&gt;
|field2=Summon&lt;br /&gt;
|field3=Transform&lt;br /&gt;
|set=10}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expel Glass&amp;#039;&amp;#039;&amp;#039; is not actually glass, contrary to its name, but is a semitransparent metallic [[material]] which a [[Weaponsmith]] can imbue into any weapon he or she is otherwise able to [[craft]].  The resulting weapon gains a unique property.  Whenever this weapon strikes a {{Field|Summon}}ed being that is either living or [[undead]], that being is abruptly expelled back to wherever it came.  Similarly, any being who is struck while {{Field|Transform}}ed out of their original form--such as someone wearing a [[Transformation Mask]], or a [[Stallion Statuette]]--will be abruptly forced back into its original form.  In either case, the creature is prevented from being summoned, or from transforming into its struck form, for at least a minute.  Notably, any [[Major]] treasures, and some boss monsters may be too powerful to affect with Expel Glass.&lt;br /&gt;
&lt;br /&gt;
{{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=2988</id>
		<title>Outfitter</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=2988"/>
		<updated>2014-12-30T06:00:01Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Small typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=variable&lt;br /&gt;
|field1=PerQuest&lt;br /&gt;
|field2=Rupee}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfitting&amp;#039;&amp;#039;&amp;#039; is the art of crafting raiment, and one who practices this art is known as a &amp;#039;&amp;#039;&amp;#039;Outfitter&amp;#039;&amp;#039;&amp;#039;, or simply a &amp;#039;&amp;#039;&amp;#039;Fitter&amp;#039;&amp;#039;&amp;#039;.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.&lt;br /&gt;
&lt;br /&gt;
Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as [[Weaponsmith]] or [[Botanist]], all levels for these additional crafts cost twice the normal amount.&lt;br /&gt;
&lt;br /&gt;
The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, to include Outfitter.&lt;br /&gt;
&lt;br /&gt;
==Outfitter Crafting==&lt;br /&gt;
To understand why advancing in this art matters, it is important to first know how it works.  Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk.  In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.   As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Headgear Field|Head]]&amp;#039;&amp;#039;&amp;#039;: Hat, helmet, headband, mask, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Bodygear Field|Torso]]&amp;#039;&amp;#039;&amp;#039;: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer&amp;#039;s body.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Handgear Field|Arms]]&amp;#039;&amp;#039;&amp;#039;: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Footwear Field|Feet]]&amp;#039;&amp;#039;&amp;#039;: Boots, sneakers, socks, sandals, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accessory&amp;#039;&amp;#039;&amp;#039;: Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.&lt;br /&gt;
An Outfitter can also create items which cover several of these categories, such as a full suit of armor.  An Outfitter cannot create an item which doesn&amp;#039;t occupy at least one of these categories, however.  Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn&amp;#039;t have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.&lt;br /&gt;
&lt;br /&gt;
As an Outfitter advances in level, he becomes able to use special [[:Category:Materials|materials]] to make items with extraordinary properties.  It is through these materials that an Outfitter is able to make extraordinary items, such as a [[Goron Tunic]] or a [[Mirror Shield]].  Notably, an Outfitter uses materials in the same way a [[Weaponsmith]] uses materials.&lt;br /&gt;
&lt;br /&gt;
Note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can &amp;#039;&amp;#039;&amp;#039;consume&amp;#039;&amp;#039;&amp;#039; that Material to give &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.   Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user&amp;#039;s Outfitter level.  Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.&lt;br /&gt;
&lt;br /&gt;
When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same &amp;quot;slot.&amp;quot;  For example, the Outfitter couldn&amp;#039;t make one pair of gloves with [[Blessed Bismuth]], and another pair of gloves with [[Glow Iron]], and expect someone to benefit from both effects simultaneously.  The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects.  Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.&lt;br /&gt;
&lt;br /&gt;
A list of all available Outfitter materials can be found on the page [[:Category:Outfitter Materials]].&lt;br /&gt;
&lt;br /&gt;
==Bonus Rupees==&lt;br /&gt;
On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn bonus rupees.  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level.  Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.  Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.&lt;br /&gt;
[[Category:Outfitter Materials|*]]&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Muscle_Band&amp;diff=2514</id>
		<title>Muscle Band</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Muscle_Band&amp;diff=2514"/>
		<updated>2014-12-17T03:16:34Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=5&lt;br /&gt;
|field1=Darknut&lt;br /&gt;
|field2=Empower&lt;br /&gt;
|field3=Handgear&lt;br /&gt;
|field4=Lynel&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Utility}}&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;Muscle Band&amp;#039;&amp;#039;&amp;#039; can come in a variety of forms, from a metallic bracelet to an elastic headband.  Regardless, it is always a band that can be worn on the body.&lt;br /&gt;
&lt;br /&gt;
While the band is worn, the user&amp;#039;s physical strength is magically altered.  The wearer&amp;#039;s strength becomes equivalent to the strength of a [[Race:Darknut|Darknut]] or [[Race:Lynel|Lynel]].  A particularly &amp;#039;&amp;#039;strong&amp;#039;&amp;#039; [[Race:Korok|Korok]] with a Muscle Band will be able to match the strength of a particularly &amp;#039;&amp;#039;strong&amp;#039;&amp;#039; Lynel.  Simultaneously, a particularly &amp;#039;&amp;#039;weak&amp;#039;&amp;#039; Korok with a Muscle Band will still be weaker than even an &amp;#039;&amp;#039;average&amp;#039;&amp;#039; Lynel.  Indeed, &amp;#039;&amp;#039;relative&amp;#039;&amp;#039; strength is reflected appropriately by the Muscle Band.  As such, any Lynel or Darknut will not be any stronger or weaker while wearing a Muscle Band.&lt;br /&gt;
&lt;br /&gt;
A strange side-effect of the Muscle Band is that the wearer&amp;#039;s body tends to become much more dense and heavy.  Because of this, feats of strength which move the body--such as running or jumping--are not significantly affected.  A lightweight Deku Scrub won&amp;#039;t be able to jump much higher even with a Muscle Band.  That Deku Scrub also becomes significantly harder for other creatures to lift or move, however.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* A [[Power Bracelet]] also is a band which affects the wearer&amp;#039;s strength, albeit in a different way.&lt;br /&gt;
* {{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Pulse&amp;diff=2504</id>
		<title>Pulse</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Pulse&amp;diff=2504"/>
		<updated>2014-12-15T13:34:29Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Offensive&lt;br /&gt;
|form=Technique&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=3&lt;br /&gt;
|field1=Fist&lt;br /&gt;
|field2=Force&lt;br /&gt;
|field3=WeaponBase}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039; is a technique which can be used offensively or defensively.&lt;br /&gt;
&lt;br /&gt;
To use it, the user closes her eyes to focus her inner strength into her heart, hands, or a handheld instrument.  She need not remain motionless during this focus, but her eyes must remain closed.  After at least three seconds have passed, the pulse will be released.  If concentrated into her hand or handheld object, the hand or instrument must be thrust forward to designate the pulse&amp;#039;s direction.  A manifested pulse is an invisible projectile which can only be seen as it rends the air.  Its power and range depends on where the user concentrated her strength.  &lt;br /&gt;
&lt;br /&gt;
If concentrated to the heart, this pulse travels about 6 feet (or 2 two meters), in a full sphere around the user.  Keese and insects might die from it, but a Goron or heavily-armored Darknut will likely only be pushed back a step. &lt;br /&gt;
&lt;br /&gt;
When focused into a hand or instrument, the resulting pulse is concentrated in a single direction, doubling the length it can reach.  The force of this variant is comparable to a sprinting, full-body tackle.  At close range, the projectile focuses on a smaller angle, and thus the force produced can be comparable instead to a powerful full-body punch.&lt;br /&gt;
&lt;br /&gt;
{{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Vulture_Purge&amp;diff=2503</id>
		<title>Vulture Purge</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Vulture_Purge&amp;diff=2503"/>
		<updated>2014-12-15T13:32:40Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=6&lt;br /&gt;
|field1=Fist&lt;br /&gt;
|field2=Heal&lt;br /&gt;
|field3=Shadow&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|form=Spell}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Vulture Purge&amp;#039;&amp;#039;&amp;#039; is a spell whose primary purpose is to [[:Category:Heal Field|heal]] its caster.  It is highly effective, but can only be used by draining the life from a mostly intact corpse.&lt;br /&gt;
&lt;br /&gt;
To cast this spell, the user must place his palm or most of his fingers on the head of a sapient being, the target.  Furthermore, this being must have died no more than a few minutes ago, or be so close to death that it has less than a few minutes remaining.  The target must be mostly intact, and cannot be afflicted with powerful poisons or diseases.  The caster absorbs the dying life energy of the target to heal herself.  As such, the caster cannot use a target that has already had its life drained by another effect, is [[undead]], or otherwise is not among the living.&lt;br /&gt;
&lt;br /&gt;
The caster must retain motionless contact with the target for nearly a minute for this spell to fully enact.  Once it is complete, the caster is flooded with magical energy which erases her physical wounds and injuries, to include any forms of cuts, bruises, and even broken bones, among similar injuries.  It cannot, however, stave off infections, poisons, diseases, curses, or other such ailments.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Vulture Purge can be seen as a more limited version of [[Life]].  Unlike Life, Vulture Purge can only affect the caster herself.  Furthermore, Vulture Purge requires a fresh corpse, whereas Life does not.&lt;br /&gt;
* {{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Compass&amp;diff=2493</id>
		<title>Compass</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Compass&amp;diff=2493"/>
		<updated>2014-12-14T04:37:40Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Grammar edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Mechanical Item&lt;br /&gt;
|set=15&lt;br /&gt;
|field1=Force&lt;br /&gt;
|field2=Sense}}&lt;br /&gt;
At a glance, a &amp;#039;&amp;#039;&amp;#039;compass&amp;#039;&amp;#039;&amp;#039; resembles a normal, relatively modern compass capable of fitting in one&amp;#039;s palm.  Its needle normally points north.  In addition to functioning like a normal compass, however, it has an additional effect.&lt;br /&gt;
&lt;br /&gt;
The needle on the compass can occasionally locate certain other objects, depending upon the compass holder&amp;#039;s personality and her strongest desires of the moment.  If she has an overwhelming urge to battle a powerful creature, for instance, the compass will direct her to such a creature.  By contrast, a user filled with avarice may be directed to a chest filled with rupees.  Regardless, this particular effect of the compass can only be used through sheer concentration of that desire, and cannot locate anything beyond a distance of half a mile (or about 0.75 kilometers).  This effect is not reliable, however, as some objects simply cannot be located by it.  Similarly, the compass may temporarily cease functioning if used in this way repeatedly.&lt;br /&gt;
&lt;br /&gt;
{{Canon|The Legend of Zelda}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Magnet_Gloves&amp;diff=2370</id>
		<title>Magnet Gloves</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Magnet_Gloves&amp;diff=2370"/>
		<updated>2014-08-22T16:15:40Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Mechanical Item&lt;br /&gt;
|field1=Force&lt;br /&gt;
|field2=Handgear&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=4}}&lt;br /&gt;
A pair of &amp;#039;&amp;#039;&amp;#039;Magnetic Gloves&amp;#039;&amp;#039;&amp;#039; vary in appearance, but generally have a red hue and are metallic in texture.  By concentrating one&amp;#039;s willpower into the gloves, the user&amp;#039;s palms can serve as a powerful magnet which only applies magnetic force in a straight trajectory from the palm.  Together they can serve as either north or south polarity, and can be switched at will, once every two second.  The magnetic power is barely enough to pull 200 pounds (or 90kg) straight upwards.  Potential uses of this item include pushing back an enemy&amp;#039;s weapon or moving a sizable steel object.    Activating these gloves requires both hands to be empty and held out in front of the user.&lt;br /&gt;
&lt;br /&gt;
{{Canon|Oracle of Seasons}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Place:Ikana&amp;diff=2312</id>
		<title>Place:Ikana</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Place:Ikana&amp;diff=2312"/>
		<updated>2014-01-31T14:57:46Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nestled in the mountains, far beyond the [[Lower Wilds]], the ancient kingdom of &amp;#039;&amp;#039;&amp;#039;Ikana&amp;#039;&amp;#039;&amp;#039; rests.  The Kingdom of Ikana is nestled in southwestern corner of [[Southern Hyrule]], and is considered by many to be a separate region not to be part of the Hyrulean maindland.&lt;br /&gt;
&lt;br /&gt;
Centuries ago, it was inhabited by some of the strongest military might ever known to [[Hyrule]].  Cursed with eternal [[undead|undeath]], the denizens of this valley are now forever led by their king, Igos du Ikana. When [[Ganon]] first breached the lands of Hyrule, he attempted to recruit the Ikanians--a fierce group of [[Stalfos]], [[Poe]]s, and other ‘monsters’--to his cause. However, the King of Ikana refused to lend Ganon his aid, and the King of Evil found to his vexation that he could not conquer these lands.  For, upon entering the boundaries of the Kingdom of Ikana, bestial monsters grew suddenly tame and complacent under the rule of the Stalfos there, a remnant of the sovereignty the kingdom had once carried.  Because Ganon’s armies could not assault these lands, he turned his attention back to his true goal, which lay to the [[Northern Hyrule|north]]. &lt;br /&gt;
&lt;br /&gt;
In the northernmost area of Ikana are the Stone Towers, ancient structures constructed by the Ikanans before the terrible curse had struck. It is here where Igos du Ikana reigns from atop the throne of Ikana, and it his here where the most important of the military Stalfos live. These towers are extremely well defended, being relentlessly guarded by hundreds of the undead Ikanan warriors, who wait equipped with bows, lances, and swords. &lt;br /&gt;
&lt;br /&gt;
South of the Stone Towers sits Monster Village.  As its name suggests, it is inhabited almost entirely by monsters of all kinds--from [[Moblin]]s who keep Octoroks as pets, to [[Lizalfos]], [[Stalfos]], [[Lynel]]s, and even [[Darknut]]s, among others.  Those who find themselves here usually seek a more peaceful life than most of their kin, and as such seek to distance themselves from Hyrule, where Ganon forces them into war, and the Hyruleans see them only as monsters part of Ganon&amp;#039;s army.  Some say calling it &amp;quot;Monster Village&amp;quot; is a jab at how [[Hylian]]s consider the denizens here to be nothing but monsters, despite the fine craftsmanship of the structures and hard-working citizens it contains.  Needless to say, few Hyruleans have ever ventured so far as to see this village.&lt;br /&gt;
&lt;br /&gt;
{{Places}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Ring_of_Deuce&amp;diff=2272</id>
		<title>Ring of Deuce</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Ring_of_Deuce&amp;diff=2272"/>
		<updated>2014-01-18T17:53:02Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|form=Technique&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=7&lt;br /&gt;
|field1=Control&lt;br /&gt;
|field2=Handgear&lt;br /&gt;
|field3=Transform}}&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Ring of Deuce&amp;#039;&amp;#039;&amp;#039; is a powerful and highly versatile magical item, appearing a small silver ring of bizarre design.  {{Major}}&lt;br /&gt;
&lt;br /&gt;
To use the effect of this item, all the user must do is slip the ring onto his finger, after which the user will abruptly split into two almost-identical copies of one another, with the copy being a mirrored version of the original.  Although both possess the memories and thoughts of the original individual, and have duplicate versions of all the original&amp;#039;s gear and clothing, once separated they are effectively twins with identical capabilities, and do not share the same mind.  While separated in this way, the two can travel any distance from each other, use most of the original being&amp;#039;s [[:Category:Treasures|treasures]], and over unusually long periods of time could even grow to become different people.  Despite this, the two clones are always connected in several ways.&lt;br /&gt;
&lt;br /&gt;
First, any being using Deuce cannot use any [[:Category:Major Treasures|Major]] treasures for the duration of its effect.  Although most treasures are shared between clones, any time limitations are shared with the clone.  (I.e., if one casts [[Fire]], which has a time limitation, the copy must wait that duration before using [[Fire]] himself.)  If one copy loses rupees or a [[:Category:Treasures|treasure]], so does the other copy.  If either copy removes his ring, he will abruptly vanish from existence, effectively meeting his death.  If one dies, the other will fall into a comatose-like state which can only be alleviated with powerful, life-saving [[:Category:Heal Field|healing]] effects, such as from the [[Life]] spell.  After being revived in this way, the surviving duplicate will no longer be a duplicate for the purposes of Deuce, capable of once again using Major treasures.  Removing his ring will seemingly have no effect, but putting it back on will cause his body to split once more.&lt;br /&gt;
&lt;br /&gt;
The two beings can touch their rings together to fuse back together into one being.  Any damage suffered, memories made, items obtained, or knowledge gained by either of the copies is passed onto the re-merged being.&lt;br /&gt;
&lt;br /&gt;
{{Original|creator=Guy}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=2155</id>
		<title>Race:Gerudo</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=2155"/>
		<updated>2014-01-05T18:07:49Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Gerudo debut in &amp;#039;&amp;#039;Ocarina of Time,&amp;#039;&amp;#039; which features the race&amp;#039;s largest role in the series.  They return in &amp;#039;&amp;#039;Majora&amp;#039;s Mask&amp;#039;&amp;#039;, and have smaller roles throughout the rest of the canon &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Amazons of the desert, these women are built similarly to the Southern [[Hylian]]s; they are tall in stature, and physically well built.  After spending generations within the [[Tantari Desert]], the Gerudo are very tan. Strangest of all, however, is that the Gerudo are a completely female race.  Until quite recently, it was necessary for them to kidnap Hylian men to continue the longevity of their clan.  With the more recent invasion of [[Ganon]] into [[Southern Hyrule]], some Hylians ended up taking refugee with the Gerudo who inhabit the [[Eastern Caves]], making it considerably easier for new Gerudo to be born.  Because of their societal structure, the Gerudo are usually more physically oriented, although some practitioners of magic can be found amongst their race.&lt;br /&gt;
&lt;br /&gt;
Spending the majority of their time training and fighting, the Gerudo are innately practiced at all forms of war.  Whether it be tactics or hand-to-hand combat, the Gerudo make fearsome opponents.  This is compounded by their height and natural muscle. Much like Southern Hylians have become, Gerudo have very little appreciation for anything unrelated to battle and survival.&lt;br /&gt;
&lt;br /&gt;
A Gerudo begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
Upon character creation, a Gerudo player-character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Gerudo can also choose from:&lt;br /&gt;
* [[Desert Strike]]: an offensive technique useful for subduing an opponent without killing it&lt;br /&gt;
* [[Gerudo Dragon]]: a powerful uppercut technique which summons flames around the Gerudo&amp;#039;s weapons&lt;br /&gt;
* [[Hero&amp;#039;s Legacy]]: a trait which makes it easier for the Gerudo to acquire {{Field|WeaponBase}} treasures &lt;br /&gt;
* [[Wall Kick]]: a useful technique which enables a Gerudo to repeatedly leap off walls with ease&lt;br /&gt;
* [[Warrior&amp;#039;s Training]]: a useful trait which enables the Gerudo to begin with more [[:Category:Power-based|Power-based]] treasures&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Gerudo, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Denizen of the Eastern Caves===&lt;br /&gt;
You&amp;#039;ve lived a traditional Gerudo in the [[Eastern Caves]], once known as Gerudo Fortress.  For as long as you can remember, you&amp;#039;ve trained in martial combat and tactics, mastering a variety of weaponry as well as any other of your kind.  Though your race rules the caves, you&amp;#039;ve likely had to make do with the Hylian refugees who fled from Ganon&amp;#039;s invasion.  While some are capable warriors, they&amp;#039;ve mostly worked as cooks, food-gatherers, and other service-oriented professions a proud Gerudo like yourself probably would rather avoid doing anyway.  While in all likelihood you&amp;#039;ve protected your home from countless attacks from Ganon over the years, you may, like others have before you, leave your homeland to explore the world, or to attempt to take the fight to Ganon himself...&lt;br /&gt;
&lt;br /&gt;
A Denizen of the Eastern Caves begins with a PWC of 2/1/1.  Its racial perks include [[Desert Strike]], [[Hero&amp;#039;s Legacy]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Perhaps you grew up in the Gerudo Fortress, or know of it now only by rumor.  Now, however, you make your home in [[Forsaken Fortress]], surrounded by pirates and scoundrels no more ruthless than you.  While Hyruleans play war, you have an easy time with your crew picking off the merchant ships which dare venture through your sea.  You likely have at least a few other companions to help you take down ships, and may associate with [[Stalfos]] or [[Moblin]]s as often as you do with Gerudo.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 2/1/1.  Its racial perks include [[Gerudo Dragon]], [[Wall Kick]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like [[Sheikah]], Gerudo can be interpreted as a variant of [[Hylian]]s, as the races are remarkably similar and can even interbreed.&lt;br /&gt;
&lt;br /&gt;
Being an all-female race which produces sexually, Gerudo is an extremely odd race which is destined to never prosper greatly.  The traditional means a Gerudo reproduces is by mating with a male [[Hylian]], who is usually either willing, or &amp;#039;&amp;#039;convinced&amp;#039;&amp;#039; to be willing.  After the mating, a Gerudo child is born from her mother in a way nearly identical to Hylians, but, the resulting child is always a full Gerudo, and never bears significant resemblance to its father.  Contrary to popular belief, it is possible for a Gerudo to mate with races other than Hylian, but, Hylian is usually most preferred and most easily &amp;quot;acquired.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Gerudo child will mature into a woman at a rate comparable to a Hylian child, and ages at a similar rate, with the oldest Gerudo usually living to be no more than 100 years old.&lt;br /&gt;
&lt;br /&gt;
A Gerudo&amp;#039;s body structure is mostly similar to a Hylian woman&amp;#039;s, with several notable differences.  First, she is remarkably taller, averaging between 6 feet (180cm) and 7.5 feet (230cm).  Second, her muscular structure is considerably more defined and capable, as the &amp;quot;typical&amp;quot; Gerudo is as strong as a well-toned Hylian male.  Third, whereas most Hylians are pale, Gerudo are universally a darker tan.  Finally, Gerudo always have bright red hair, and slightly sharper noses.  Notably, certain Hylians admit that Gerudo are drastically more attractive than members of their own race, while others find the idea of such powerful women unpleasant.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by scholars that Gerudo were once part of the Hylian race, but split off at some point in the past, for reasons entirely unknown.  Some theorize that a sorcerer created Gerudo from Hylians to be the ideal soldiers, and others still claim Gerudo originated as a clan of strong Hylian women who sought to create a matriarchal society, among other theories.  None in Gerudo society have kept historical records of their origins, nor how their society ended up inhabiting [[Tantari Desert]].&lt;br /&gt;
&lt;br /&gt;
For decades, Hylians and other races feared the legendary Gerudo warrior-bandits of the Eastern Caves.  Then as now, the driving force of Gerudo society was martial perfection, to ever-heighten the race&amp;#039;s capability for combat.  If it wasn&amp;#039;t useful in providing a strong offense or a stalwart defense, it was unecessary.  No force could approach their well-guarded hideout with any hope of success.  With the invasion of [[Ganon]], it was with much reluctance that Gerudo leaders accepted Hylian refugees into their caves.  Since then, the two races have intermingled, but it is the Hylians who have become more like Gerudo, and not the other way around.  Together, the caves have been stalwartly protected from everything Ganon&amp;#039;s army has tried to throw at them.  The Gerudo have been so successful at defending themselves that more recently, some of the Gerudo and Hylian coalition successfully reclaimed [[Ruto]] from Ganon&amp;#039;s forces, and continue to defend the town.  Despite their success, Gerudo and Hylian society remains largely segregated in the caves, with Hylians doing most of the more peaceful jobs Gerudo would prefer to avoid.&lt;br /&gt;
&lt;br /&gt;
Gerudo society is one of the few organizations in all the known Hyrule that isn&amp;#039;t led by royalty.  The leaders are all appointed to their positions by other Gerudo, via a means similar to democracy.  Gerudo society is forever destined to be small, but has always been efficient.  It seems they will forever remain a fearsome force which will destroy all who seek to oppose them, not even able to be conquered by the army which drove the [[Goron]]s themselves from [[Death Mountain]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=2141</id>
		<title>Race:Yeti</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=2141"/>
		<updated>2013-12-16T00:52:57Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Yeti appear only in &amp;#039;&amp;#039;Twilight Princess.&amp;#039;&amp;#039;  Yook, a variant of Yeti, occurs only in &amp;#039;&amp;#039;Phantom Hourglass.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
A Yeti typically hails from the snowy northern region of Snowhead, and is most at home in temperatures considered frigid by most other races.  This is partially due to the thick white fur which covers the majority of their bodies, leaving only their gray-colored faces, hands, and feet exposed.  They appear at an height equal to or double that of the typical [[Hylian]], and usually have strength to match.  While intelligent, they are foreigners to the Hyrule mainland, and as such may not have a full grasp of the Hyrulean language and customs.&lt;br /&gt;
&lt;br /&gt;
A Yeti begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Yeti has an innate racial perk called [[Frigid Composition]], which helps him or her resist cold and endure frigid climates, but renders them weak to heat.  In addition to this, a Yeti character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Yeti can also choose from:&lt;br /&gt;
* [[Child of Snowhead]]: a trait which makes acquiring {{Field|Ice}} treasures easier&lt;br /&gt;
* [[Ice Breath]]: a technique which can be used to exhale freezing air; Yeti born with this technique are often called &amp;quot;Yook&amp;quot;&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Yeti can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Rage]]: a powerful technique which lets a Yeti briefly increase his strength and speed, but leaves him fatigued&lt;br /&gt;
* [[Yeti Punch]]: a technique which doubles the power of a Yeti&amp;#039;s punches, and surrounds them with an icy aura&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Yeti, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Snowhead Yeti===&lt;br /&gt;
For countless generations, you and your people have made your home in the familiar frozen hills you have always known.  You hunted for White Wolfos, and gathered Chill Seeds for food.  Water was all around you; all you needed to do was melt it.  It was simpler, then.  Over a decade ago, some evil monster known as Ganon began tormenting the mysterious land to the south.  Before long, scrawny hairless Yeti--which you later realized to be [[Hylian]]s--made their way into your land.  It was then that your entire race began to realize what lied beyond the hills, entire contininents of magic, of mysterious creatures, and of untold adventures.  Many forgot the simple life of their ancestors to seek out this new, uncomfortably warm world--whether it be for greed, loneliness, boredom, or mere curiosity.  Perhaps you were among them.  It was only when you left, and began learning the Hyrulean language, that you realized your home had a name: Snowhead.&lt;br /&gt;
&lt;br /&gt;
A Snowhead Yeti begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Child of Snowhead]], [[Power Lift]], and [[Yeti Punch]].&lt;br /&gt;
&lt;br /&gt;
===Glacier Yook===&lt;br /&gt;
Looking back, it&amp;#039;s hard to really remember how it happened.  You once roamed the endless ice fields you now know to be the Subrosian Glacier, surrounded by other Yook just like yourself.  One thing led to another, and you ended up on a ship ferrying you off to some strange, expansive new land--far too warm for your liking, but filled with wonders the likes of which you&amp;#039;ve never seen.  You&amp;#039;ve discovered here similar Yooks to yourself who hailed from the east, whereas you hailed from the west.  They&amp;#039;re larger, but can&amp;#039;t spit ice.  This world is unlike anything you&amp;#039;ve ever dreamed, but for one reason or another, you&amp;#039;ve decided to start your life anew here.&lt;br /&gt;
&lt;br /&gt;
A Glacier Yook begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Ice Breath]], [[Power Lift]], and [[Rage]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like most races, Yeti have two genders, and reproduce in the normal way expected of mammals.  The females tend to be smaller and lighter than their male counterparts.  Normally, only one child is born at a time, and a mother on average has about three children in her lifetime.  Yeti age at roughly twice the rate of [[Hylian]]s, reaching adulthood after about 10 years, and reaching ages as old as 50.  This aging rate is comparable to [[Moblin]]s, [[Lynel]]s, and similar bestial races.&lt;br /&gt;
&lt;br /&gt;
A typical adult Yeti stands between 7 and 8 feet tall (or 210cm to 240cm), and weighs about 300 lbs (or 135kg).  In extreme cases, they can be as small as 5 feet tall (150cm), weighing about 150 lbs (70kg); and as large as 10 feet tall (300cm), weighing about 500 lbs (225kg).  A Yeti&amp;#039;s skin is comparably tough, and usually a blue-gray huge, but occasionally a hazelnut brown.  Despite this, almost all of their flesh is burried in thick layers of white or off-white fur, leaving only their face, hands, and feet exposed.  The fur aids in keeping them warm, and their hands and feet are particularly durable against cold compared to the rest of their skin.  Some Yeti have large, beaver-like tails which hang behind them, but the majority seem to lack such tails.  The purpose of these tails is unknown.&lt;br /&gt;
&lt;br /&gt;
A Yeti&amp;#039;s facial features seem to vary widely.  All Yeti at least have the normal humanoid components: two symmetrical eyes, a nose, a mouth, and a pair of ears.  However, their shape and size vary widely from one Yeti to the next.  One may have beady red eyes, while the other may have large, expressively blue irises.  Some have tusks, while others have smaller dainty-lipped mouthes.&lt;br /&gt;
&lt;br /&gt;
Generally, a Yeti is particularly strong and durable, but the extra weight and size of their bodies keeps them slower than smaller races.  While often thought to be less intelligent than Hylians, they routinely have shown the capability to learn languages foreign to them, and have memory, creativity, and processing speed within the realm of average [[Hylian]]s.&lt;br /&gt;
&lt;br /&gt;
All, or at least most, Yeti have the biological organs necessary to [[Ice Breath|exhale icy winds]] capable of freezing objects.  Despite this, not all Yeti have learned to do so.  Those who have are usually distinguished as &amp;quot;Yooks,&amp;quot; tend to be smaller, and more likely hail from the east than the west.  Though culturally distinct, Yooks are of the same race as Yeti.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of Yeti are largely unknown, as traditionally members of this race did not record their history.  It is widely believed that at one point in the distant past, both Yeti and Yooks lived together as one race.  Since then, Yeti migrated to Snowhead, the northwestern region of Hyrule.  Meanwhile, Yooks ended up in the Subrosian Glacier, an area northeast of Hyrule that is separated from the mainland by the Great Sea.  When referred to together, both sects are usually referred to as Yeti.&lt;br /&gt;
&lt;br /&gt;
For countless generations, both sects remained completely distinct from one another.  They lived primitively compared to [[Hylian]]s.  Both Yooks and Yetis lived in caves, had a simple &amp;quot;language&amp;quot; devoid of writing, and survived by hunting and gathering.  Generally, they were isolated in small, separate tribes and families.  Yooks wore clothing for protection, while Yeti relied entirely on their natural fur.  The mainland Hyruleans believed Yeti to be pure myths, nothing but fairytales of giant, man-eating beasts in humanoid shape.&lt;br /&gt;
&lt;br /&gt;
Shortly after Ganon began his siege on Southern Hyrule, the resulting chaos causes the Hyruleans to flee from settlements they had clung to for generations.  The influx of refugees caused unprecedented exploration outside what had long since served as the borders of Hyrule, including pioneering [[Hylian]]s venturing through Snowhead, and [[Rito]] sailing the seas far to the east.  Eventually, the tales of Yeti sightings became so common that mystery gave way to science.  When a young explorer finally brought her giant Yeti friend down from the mountains into Castle Town, there was no longer any denying their existence.  Thankfully, the tales of &amp;quot;man-eating beasts&amp;quot; turned out to be entirely false, as it seemed the Yeti were even more peaceful than the Hylians themselves, not even initially understanding the concept of war.  The fact that snow wasn&amp;#039;t omnipresent to the south initially bewildered them.  Eventually, it became known that the Yook variety existed far to the east.&lt;br /&gt;
&lt;br /&gt;
In the years since then, there has been limited communication between Yeti tribes and the rest of Hyrule.  While it has been widely accepted that Yeti exist, they are still surrounded in mystery, and are rarely sighted south of Castle Town.  As for the Yeti themselves, they have begun to incorporate some of Hyrule into their lives--enjoying luxuries like furniture in their caves, and incorporating many Hyrulean words into their language.  The rare, young, adventurous Yeti and Yooks have begun to explore this vast new world for themselves.  Similarly, the occasional Hyruleans take it upon themselves to see their northern neighbors for themselves.  &lt;br /&gt;
&lt;br /&gt;
Somewhat ironically, Yeti hate the warmth of Hyrule as much as Hyruleans hate the cold of Snowhead and the Subrosian Glacier.  Perhaps because of this, there has been no known conflict over land, and relations between Yeti and the rest of Hyrule has remained on good terms.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=2129</id>
		<title>Race:Yeti</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=2129"/>
		<updated>2013-12-13T23:39:10Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Yeti appear only in &amp;#039;&amp;#039;Twilight Princess.&amp;#039;&amp;#039;  Yook, a variant of Yeti, occurs only in &amp;#039;&amp;#039;Phantom Hourglass.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
A Yeti typically hails from the snowy northern region of Snowhead, and is most at home in temperatures considered frigid by most other races.  This is partially due to the thick white fur which covers the majority of their bodies, leaving only their gray-colored faces, hands, and feet exposed.  They appear at an height equal to or double that of the typical [[Hylian]], and usually have strength to match.  While intelligent, they are foreigners to the Hyrule mainland, and as such may not have a full grasp of the Hyrulean language and customs.&lt;br /&gt;
&lt;br /&gt;
A Yeti begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Yeti has an innate racial perk called [[Frigid Composition]], which helps him or her resist cold and endure frigid climates, but renders them weak to heat.  In addition to this, a Yeti character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Yeti can also choose from:&lt;br /&gt;
* [[Child of Snowhead]]: a trait which makes acquiring {{Field|Ice}} treasures easier&lt;br /&gt;
* [[Ice Breath]]: a technique which can be used to exhale freezing air; Yeti born with this technique are often called &amp;quot;Yook&amp;quot;&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Yeti can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Rage]]: a powerful technique which lets a Yeti briefly increase his strength and speed, but leaves him fatigued&lt;br /&gt;
* [[Yeti Punch]]: a technique which doubles the power of a Yeti&amp;#039;s punches, and surrounds them with an icy aura&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Yeti, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Snowhead Yeti===&lt;br /&gt;
For countless generations, you and your people have made your home in the familiar frozen hills you have always known.  You hunted for White Wolfos, and gathered Chill Seeds for food.  Water was all around you; all you needed to do was melt it.  It was simpler, then.  Over a decade ago, some evil monster known as Ganon began tormenting the mysterious land to the south.  Before long, scrawny hairless Yeti--which you later realized to be [[Hylian]]s--made their way into your land.  It was then that your entire race began to realize what lied beyond the hills, entire contininents of magic, of mysterious creatures, and of untold adventures.  Many forgot the simple life of their ancestors to seek out this new, uncomfortably warm world--whether it be for greed, loneliness, boredom, or mere curiosity.  Perhaps you were among them.  It was only when you left, and began learning the Hyrulean language, that you realized your home had a name: Snowhead.&lt;br /&gt;
&lt;br /&gt;
A Snowhead Yeti begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Child of Snowhead]], [[Power Lift]], and [[Yeti Punch]].&lt;br /&gt;
&lt;br /&gt;
===Glacier Yook===&lt;br /&gt;
Looking back, it&amp;#039;s hard to really remember how it happened.  You once roamed the endless ice fields you now know to be the Subrosian Glacier, surrounded by other Yook just like yourself.  One thing led to another, and you ended up on a ship ferrying you off to some strange, expansive new land--far too warm for your liking, but filled with wonders the likes of which you&amp;#039;ve never seen.  You&amp;#039;ve discovered here similar Yooks to yourself who hailed from the east, whereas you hailed from the west.  They&amp;#039;re larger, but can&amp;#039;t spit ice.  This world is unlike anything you&amp;#039;ve ever dreamed, but for one reason or another, you&amp;#039;ve decided to start your life anew here.&lt;br /&gt;
&lt;br /&gt;
A Glacier Yook begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Ice Breath]], [[Power Lift]], and [[Rage]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like most races, Yeti have two genders, and reproduce in the normal way expected of mammals.  The females tend to be smaller and lighter than their male counterparts.  Normally, only one child is born at a time, and a mother on average has about three children in her lifetime.  Yeti age at roughly twice the rate of [[Hylian]]s, reaching adulthood after about 10 years, and reaching ages as old as 50.  This aging rate is comparable to [[Moblin]]s, [[Lynel]]s, and similar bestial races.&lt;br /&gt;
&lt;br /&gt;
A typical adult Yeti stands between 7 and 8 feet tall (or 210cm to 240cm), and weighs about 300 lbs (or 135kg).  In extreme cases, they can be as small as 5 feet tall (150cm), weighing about 150 lbs (70kg); and as large as 10 feet tall (300cm), weighing about 500 lbs (225kg).  A Yeti&amp;#039;s skin is comparably tough, and usually a blue-gray huge, but occasionally a hazelnut brown.  Despite this, almost all of their flesh is burried in thick layers of white or off-white fur, leaving only their face, hands, and feet exposed.  The fur aids in keeping them warm, and their hands and feet are particularly durable against cold compared to the rest of their skin.  Some Yeti have large, beaver-like tails which hang behind them, but the majority seem to lack such tails.  The purpose of these tails is unknown.&lt;br /&gt;
&lt;br /&gt;
A Yeti&amp;#039;s facial features seem to vary widely.  All Yeti at least have the normal humanoid components: two symmetrical eyes, a nose, a mouth, and a pair of ears.  However, their shape and size vary widely from one Yeti to the next.  One may have beady red eyes, while the other may have large, expressively blue irises.  Some have tusks, while others have smaller dainty-lipped mouthes.&lt;br /&gt;
&lt;br /&gt;
Generally, a Yeti is particularly strong and durable, but the extra weight and size of their bodies keeps them slower than smaller races.  While often thought to be less intelligent than Hylians, they routinely have shown the capability to learn languages foreign to them, and have memory, creativity, and processing speed within the realm of average [[Hylian]]s.&lt;br /&gt;
&lt;br /&gt;
All, or at least most, Yeti have the biological organs necessary to [[Ice Breath|exhale icy winds]] capable of freezing objects.  Despite this, not all Yeti have learned to do so.  Those who have are usually distinguished as &amp;quot;Yooks,&amp;quot; tend to be smaller, and more likely hail from the east than the west.  Though culturally distinct, Yooks are of the same race as Yeti.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of Yeti are largely unknown, as traditionally members of this race did not record their history.  It is widely believed that at one point in the distant past, both Yeti and Yooks lived together as one race.  Since then, Yeti migrated to Snowhead, the northwestern region of Hyrule.  Meanwhile, Yooks ended up in the Subrosian Glacier, an area northeast of Hyrule that is separated from the mainland by the Great Sea.  When referred to together, both sects are usually referred to as Yeti.&lt;br /&gt;
&lt;br /&gt;
For countless generations, both sects remained completely distinct from one another.  They lived primitively compared to [[Hylian]]s.  Both Yooks and Yetis lived in caves, had a simple &amp;quot;language&amp;quot; devoid of writing, and survived by hunting and gathering.  Generally, they were isolated in small, separate tribes and families.  Yooks wore clothing for protection, while Yeti relied entirely on their natural fur.  The mainland Hyruleans believed Yeti to be pure myths, nothing but fairytales of giant, man-eating beasts in humanoid shape.&lt;br /&gt;
&lt;br /&gt;
Shortly after Ganon began his siege on Southern Hyrule, the resulting chaos causes the Hyruleans to flee from settlements they had clung to for generations.  The influx of refugees causes unprecedented exploration outside what had long since served as the borders of Hyrule, including pioneering [[Hylian]]s venturing through Snowhead, and [[Rito]] sailing the seas far to the east.  Eventually, the tales of Yeti sightings became so common that mystery gave way to science.  When a young explorer finally brought her giant Yeti friend down from the mountains into Castle Town, there was no longer any denying their existence.  Thankfully, the tales of &amp;quot;man-eating beasts&amp;quot; turned out to be entirely false, as it seemed the Yeti were even more peaceful than the Hylians themselves, not even initially understanding the concept of war.  The fact that snow wasn&amp;#039;t omnipresent to the south initially bewildered them.  Eventually, it became known that the Yook variety existed far to the east.&lt;br /&gt;
&lt;br /&gt;
In the years since then, there has been limited communication between Yeti tribes and the rest of Hyrule.  While it has been widely accepted that Yeti exist, they are still surrounded in mystery, and are rarely sighted south of Castle Town.  As for the Yeti themselves, they have begun to incorporate some of Hyrule into their lives--enjoying luxuries like furniture in their caves, and incorporating many Hyrulean words into their language.  The rare, young, adventurous Yeti and Yooks have begun to explore this vast new world for themselves.  Similarly, the occasional Hyruleans take it upon themselves to see their northern neighbors for themselves.  &lt;br /&gt;
&lt;br /&gt;
Somewhat ironically, Yeti hate the warmth of Hyrule as much as Hyruleans hate the cold of Snowhead and the Subrosian Glacier.  Perhaps because of this, there has been no known conflict over land, and relations between Yeti and the rest of Hyrule has remained on good terms.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Darknut&amp;diff=2113</id>
		<title>Race:Darknut</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Darknut&amp;diff=2113"/>
		<updated>2013-12-06T10:34:18Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|elite|monster}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Darknuts debuted in the original &amp;#039;&amp;#039;Legend of Zelda,&amp;#039;&amp;#039; and have recurred in numerous games in the Zelda series.  In particular, their unarmored appearance is based on how they appear in &amp;#039;&amp;#039;The Wind Waker.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Darknuts are the embodiment of battle. Since they are solely created from powerful magic, it is appropriate to say they are literally born into platemail, wielding weapons larger than most [[Hylian]]s can lift.  They are among [[Ganon]]&amp;#039;s favored soldiers, and for good reason, but are among the most difficult races to manifest. Darknuts used as player-characters were created by magic via other sources, whether intentional or accidental, but were never subjected to the mind control of Ganon.&lt;br /&gt;
&lt;br /&gt;
Though a Darknut rarely even sleeps outside of armor, those who remove it bear an appearance similar to a brown-furred anthroporphic canine.  They routinely stand at an immense height around 8 feet (or 250cm), and usually have extremely muscular upper bodies.&lt;br /&gt;
&lt;br /&gt;
A Darknut begins with a [[PWC]] of 3/1/1, having a 3 in Power.  This starting PWC can be defied by using the [[Exception]] [[racial perk]] during character creation, but even with it, a Darknut can never be created with a Power below 2. &lt;br /&gt;
&lt;br /&gt;
A Darknut has an innate racial perk called [[Darknut&amp;#039;s Destiny]], representing the race&amp;#039;s natural affinity for [[:Category:Techniques|techniques]] and {{Field|WeaponBase}} treasures, but makes it more difficult for them to learn [[:Category:Spells|spells]].  In addition to this, a Darknut character can have up to three additional [[racial perk]]s of choice.  In addition to the universal perks available to every race, a Darknut can also choose from:&lt;br /&gt;
* [[Brace]]: a powerful defensive trait enabling the Darknut to withstand a devastatingly powerful blow&lt;br /&gt;
* [[Dark Blade]]: a useful spell enabling the Darknut to manifest a unique personal melee weapon, considerably stronger than most&lt;br /&gt;
* [[Pulverize]]: a trait which enables the Darknut to cleave through sturdy inanimate objects, like pillars, with ease&lt;br /&gt;
* [[Smith]]: a trait which increases the Darknut&amp;#039;s [[Crafting#Blacksmith|blacksmithing]] prowess&lt;br /&gt;
* [[Warrior&amp;#039;s Training]]: a useful trait which enables the Darknut to begin with more [[:Category:Power-based|Power-based]] treasures&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
As Darknuts are created magically, they have no state of being other than adulthood, and do not age in the traditional sense, but still rarely live beyond 80 years.  When they&amp;#039;re created, they exist in a state comparable to amnesia, as they possess adult intelligence and can even speak fluent Hyrulean, but don&amp;#039;t have any personal memories.  They are not known to reproduce on their own, and apparently only have one &amp;quot;gender,&amp;quot; which is generally referred to as male.&lt;br /&gt;
&lt;br /&gt;
A Darknut tends to be unusually tall compared to other races, usually standing between 7 feet (210cm) and 9 feet (275cm), and tend to weigh somewhere in the vicinity of 400 lbs (or 180kg).  Compared to other races, he has a particularly pronounces upper body, broad shoulders, and powerful arms.  His body is covered head to toe in naturally occuring, short fur which is usually brown, and a lighter shade over the front of the neck, chest, and abdomen.  His head resembles that of a doberman, or similar dogs with pointed noses and erect ears.  His eyes are likely beady, and will usually be red.&lt;br /&gt;
&lt;br /&gt;
Darknuts are literally created in heavy armor, and most feel more comfortable wearing it than not.  They have an innate familiarity with all forms of traditional martial weaponry, and know from the first minute of their existence the minute differences between nearly any time of common arms, and even how to wield them effectively as if they&amp;#039;ve had months of training.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society. &lt;br /&gt;
&lt;br /&gt;
Like most races created through magic, the true origins of Darknuts are unknown, and they have little collective society or history.  Since [[Ganon]] has created a large amount of them to be used in his army, many revere him as their master or creator, while others see him only as a madman using Darknuts as tools.  Regardless, Darknuts have an innate sense of duty and strong sense of honor, and thus will usually serve those who give them life for as long as they are needed.  Darknuts are often seen as cruel, but in truth, they simply have a much lower sense of compassion compared to most races.  Because Darknuts are considered unique to Ganon, most [[Hylian]]s and other beings who have been victimized by his forces fear or abhor the race as a whole.&lt;br /&gt;
&lt;br /&gt;
The Darknut which wasn&amp;#039;t created by Ganon is relatively rare, usually summoned by a particularly expert sorcerer to guard, protect, or attack something in his stead.  Such Darknuts often outlive their purpose, and routinely live longer than the one(s) who created them.  This is the main source of Darknuts not under service of Ganon himself.&lt;br /&gt;
&lt;br /&gt;
Although Darknuts rarely have a collective society, they have an innate respect for others of their kind.  Often, only these beings routinely uphold the values a typical Darknut values most: duty, honor, stength, commitment, and dedication.&lt;br /&gt;
&lt;br /&gt;
As rare as Darknuts are, it&amp;#039;s even rarer for them to live in any form of organized society for long.  The few who do usually work as soldiers in nomadic groups of mixed races, or guards of small camps.  The only major settlement which routinely has Darknuts is [[Monster Village]], where they live alongside other races shunned by [[Hylian]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Seed_Collector&amp;diff=2102</id>
		<title>Seed Collector</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Seed_Collector&amp;diff=2102"/>
		<updated>2013-12-01T00:39:49Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB|intent=Utility|form=Technique|cost=4|PWC=C|field1=PerQuest|field2=Seed|field3=Tokay}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Seed Collector&amp;#039;&amp;#039;&amp;#039; is a utility technique{{Perk|Tokay}}&lt;br /&gt;
&lt;br /&gt;
On the Tokay homeland of Crescent Island, seeds of certain varieties are widely used in a system of bartering not unlike Hyrule&amp;#039;s system of using rupees. As such, all Tokay originating from Crescent have been conditioned to have a natural talent for seeking out seeds.  A being from another race can learn to recognize seeds with specific and intentional training, but it is relatively difficult.  [[Category:Created by Guy]]&lt;br /&gt;
&lt;br /&gt;
Once per quest or dungeon, a user of this technique can gain one of the following {{Field|SingleUse}} treasures for free.  The acqusition of the seed must be specifically mentioned in the role-play.&lt;br /&gt;
* [[Chill Seed Supply|Chill Seed]]&lt;br /&gt;
* [[Deku Nut Supply|Deku Nut]]&lt;br /&gt;
* [[Ember Seed Supply|Ember Seed]]&lt;br /&gt;
* [[Gale Seed Supply|Gale Seed]]&lt;br /&gt;
* [[Glow Seed Supply|Glow Seed]]&lt;br /&gt;
* [[Magic Bean Supply|Magic Bean]]&lt;br /&gt;
* [[Pegasus Seed Supply|Pegasus Seed]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|tokay=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Tokay&amp;diff=2101</id>
		<title>Race:Tokay</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Tokay&amp;diff=2101"/>
		<updated>2013-12-01T00:28:08Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Character Creation Brief */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|uncommon|monster}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Tokays have appearead solely in &amp;#039;&amp;#039;Oracle of Ages.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
In the distant and uncharted regions of the [[Eastern Sea]], there exists a place known as [[Crescent Island]].  This location is the origin of the strange, lizard-like race known as Tokay. Their society would appear primitive to those from Hyrule: they use a simple barter system for economy, most dwellers walking around without clothes, and the language is an extremely primitive form of Hyrulean. To the residents of Hyrule, this manner of speech, the Tokay&amp;#039;s general unfamiliarity with mathematics, and other traits, can come off as primitive, if not stupid.&lt;br /&gt;
&lt;br /&gt;
However, Tokay are just as intelligent as most other races. It is simply that their culture has never highly valued intelligence or knowledge, and as a result it has never experienced the many luxuries--and many banes--of a more mind-centered culture such as Hyrule. Although Tokay culture does not value intelligence much, it does however emphasize amazing physical traits, such as agility and strength. Their bodies don&amp;#039;t look the part, but Tokay have evolved to be extremely deft athletes, possessing above-average coordination, power, and concentration, making them formidable in ways which make up for their feral and primitive nature.&lt;br /&gt;
&lt;br /&gt;
It is particularly unusual for a Tokay to find themselves in Hyrule, as its existence isn&amp;#039;t even known on Crescent Island. Being [[amphibious|amphibians]], they do, however, possess the ability to swim to it from their isle, though it would be an arduous and long journey to an unknown destination--after all, many Tokay don&amp;#039;t even believe there is more to the world than their island and the ocean. However, every once in a great while, a Hyrulean will set eyes upon one of these long-necked, scale-covered, orange-chested, pot-bellied, long-tailed, sharp-clawed creatures... and quite possibly run in fear for their life.&lt;br /&gt;
&lt;br /&gt;
A Tokay begins with a [[PWC]] of 2/1/2, having a 2 in both Power and Courage.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Tokay has an innate racial perk called [[Claws]], which enables their natural weaponry to be used in tandem with other [[:Category:Treasures|treasures]].  In addition to this, a Tokay character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Tokay can also choose from:&lt;br /&gt;
* [[Amphibious]]: a trait which enables the Tokay to breathe underwater as well as above it&lt;br /&gt;
* [[Hoarder]]: a trait which makes it easier for the Tokay to gain small trinket-like items&lt;br /&gt;
* [[Nose for Treasure]]: a technique which enables the Tokay to earn an extra few rupees or a [[:Category:Materials|material]] per quest&lt;br /&gt;
* [[Seed Collector]]: a trait which enables the Tokay to find a free seed per quest&lt;br /&gt;
* [[Seed Expertise]]: makes it easier for the Tokay to acquire {{Field|Seed}} treasures, gain a free Seed Supply&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a Tokay character before, this example origin may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
A Tokay of this origin begins with a PWC of 2/2/1.  Its racial perks include [[Claws]], [[Amphibious]], [[Seed Collector]], and [[Seed Expertise]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=2099</id>
		<title>Race:Moblin</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=2099"/>
		<updated>2013-11-27T16:23:16Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Citizen of Monster Village */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard|monster}}&lt;br /&gt;
&lt;br /&gt;
Canonically, Moblins appear in the majority of games in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series, though their appearance varies somewhat from one game to the next.  Most canonical variants of Moblins are considered part of this race on Hyrule Castle.  Namely, this includes Goriya which debuted in the first &amp;#039;&amp;#039;Legend of Zelda&amp;#039;&amp;#039;, the Miniblins and Bokoblins which first appeared in &amp;#039;&amp;#039;The Wind Waker&amp;#039;&amp;#039;, and the Bulbins which initially occurred in &amp;#039;&amp;#039;Twilight Princess&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Moblins are currently among the most populous &amp;quot;monstrous&amp;quot; [[:Category:Races|race]] in mainland Hyrule.  Currently, many of them were hired as mercenaries and know work in the armies of [[Ganon]] (although such Moblins cannot be made as player-characters).  Others roam the wilds, lurk in the [[Lost Woods]], rummage through the ruins of [[Southern Hyrule]], work as ravaging pirates centered in the [[Forsaken Fortress]], or more peacefully inhabit [[Monster Village]].&lt;br /&gt;
&lt;br /&gt;
Moblins are usually wild beast-men who stereo-typically cannot control their urges, giving into rage, hunger, greed, or other vices without hesitation.  Largely because of these, [[Hylian]]s and their Kingdom of Hyrule largely abhor them as monsters.  Despite such views, Moblins are decently intelligent, considerably strong compared to most Hyruleans, and are often able to speak the Hyrulean language.  While most lack proper training for battle, they have strong instincts and an almost natural talent to use simple weapons like spears and clubs, which often makes up for their impatience in learning proper technique.&lt;br /&gt;
&lt;br /&gt;
Moblins usually wear some form of clothing, most commonly trousers and occasionally jerkins.  A typical Hylian would tell you they never wear enough clothing, however, and none of it is ever clean.  Even while fighting, it&amp;#039;s rare to see them in armor.&lt;br /&gt;
&lt;br /&gt;
As a whole, Moblins vary widely in appearance, perhaps moreso than any other race.  They all are covered in fur, have a face which somehow seems a cross between a Hylian&amp;#039;s and a swine&amp;#039;s, and all have a humanoid shape.  There are four typical varieties of Moblin, and a typical member of the race fits best into one of these categories:&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Common Moblin&amp;#039;&amp;#039;&amp;#039; is slightly taller and much wider than Hylian, these are often portrayed as both the strongest and stupidest variety.  Usually, they have brown fur and the most pig-like face of them all, and are considered to be the most savage.  A Common Moblin begins with a PWC of 2/1/1.  This starting [[PWC]] can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Goriya&amp;#039;&amp;#039;&amp;#039; is of comparable size to a Hylian, albeit a bit wider.  These Moblins usually have a face which more resembles a fox than a pig, and their fur is usually orange or red, but occasionally blue or other colots.  They traditionally favor [[Boomerang]]s as weapons.  Often, they are portrayed as being the quietest and most well-mannered of their race, but also among the rarest.  A Goriya begins with a PWC of either 2/1/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
*  &amp;#039;&amp;#039;&amp;#039;Bokoblin&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Bulblin&amp;#039;&amp;#039;&amp;#039;, is of slightly lesser height than Hylians, and of comparable strength.  Their fur is most often green, but can also be blue, red, or other colors.  Bokoblins are distinguished by functioning in groups, and using pack tactics.  They are often considered to be the most intelligent and cunning, but no less savage than Common Moblins.  A Bokoblin begins with a PWC of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Bokoblin begins at 1/1/1 with an additional +1 to any aspect of PWC.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Miniblin&amp;#039;&amp;#039;&amp;#039; is by far the smallest and physically weakest Moblins, standing at height comparable to a Hylian child.  Their heads are comparatively flat, are the only variety to have horns, and they typically have mouse-like teeth, making their faces appear much less pig-like.  Their fur is comparatively dark, and ranges from reds and browns to even blues and violets.  They can only take down foes with group tactics, and are well-known for their abilities to [[Wall-Scaling|walk on walls]] and their formidable ambushing abilities.  A Miniblin begins with a PWC of either 1/2/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Moblin character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Moblin can also choose from:&lt;br /&gt;
* [[Blitz]]: a technique enabling the Moblin to launch his body forward with a high-speed, high-impact tackle&lt;br /&gt;
* [[Boomerang]]: an unusual weapon most favored by Moblins of the Goriya variety&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Moblin can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Scent]]: a trait granting the Moblin an extraordinary sense of smell, able to even detect the presence of magic&lt;br /&gt;
* [[Rupoor Supply]]: a convenient magical item which makes it easier to steal rupees&lt;br /&gt;
* [[Shockwave]]: a powerful technique usable to create a debilitating shockwave which travels along the ground&lt;br /&gt;
* [[Wall-Scaling]]: a useful technique which enables the Moblin to scale walls with supernatural ease; most commonly favored by Miniblins&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Moblin, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Bandit of the Lost Woods===&lt;br /&gt;
As a thief, your life has been spent preying on the poor passerby that crosses your path.  You&amp;#039;ve lived in the wilderness of [[Woodfall]] all your life, only venturing out to ransack the occasional traveling merchant to steal his food and treasures.  You know your away around the woods very well, giving yourself an advantage over others less knowledgeable.  As a Common Moblin, you have an easy time overpowering Hylians with your strength and savagery.  Perhaps you really are kind at heart, and give to the poor... but.. maybe you&amp;#039;re as much of a monster as they say  you are.&lt;br /&gt;
&lt;br /&gt;
A Bandit of the Lost Woods begins with a PWC of 2/1/1.  Its racial perks include [[Rupoor Supply]], [[Blitz]], and [[Shockwave]].&lt;br /&gt;
&lt;br /&gt;
===Citizen of Monster Village===&lt;br /&gt;
As a proud member of [[Monster Village]], you are among the most peaceful Bokoblins who have ever lived.  Granted, this usually means you give into your vices, and likely have defended your village from Hylian raiding parties or Tektites--&amp;#039;cause hey, you&amp;#039;re true to your heritage.  Even so, you likely at least try to work as a carpenter or other viable trade, and may have even learned a bit of magic.  You find friends in the [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; who make their home here.  &lt;br /&gt;
&lt;br /&gt;
A Citizen of Monster Village begins with a PWC of 1/2/1.  Its racial perks include [[Power Lift]], [[Scent]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Hyruleans?  More like pigeons, waiting to be shot down by your trusty boomerang.  While they play war, you have an easy time with your crew picking off thee merchant ships which dare venture through your sea.  Along with numerous other pirates, you make your home base in [[Forsaken Fortress]], where you can only learn to trust each other out of thieves&amp;#039; honor... and the fact that betraying a pirate worth his salt usually gets you killed.  You likely have at least a few other Miniblins to help you take down ships, and may associate with [[Stalfos]], [[Gerudo]], or perhaps even [[Hylian]]s who embrace their greed as much as you.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 1/1/2.  Its racial perks include [[Boomerang]], [[Wall-Scaling]], and [[Rupoor Supply]].&lt;br /&gt;
&lt;br /&gt;
===Cavern Dweller===&lt;br /&gt;
Other Moblins are braggarts and fools, and most of Hyrule is a lost cause who will kill itself underneath the siege of Ganon.  Like your ancestors did before you, you find yourself in a cave, perhaps alone, perhaps among a small tribe of other Goriya.  You train your craft and hone your boomerang skills, waiting for the next foolish party to think he can overtake you on your own land.  Maybe you&amp;#039;ll leave the caverns someday, when the rest of Southern Hyrule calls out to you.  Because your cavern is so small, you can only assume they haven&amp;#039;t even bothered to put it on any map...&lt;br /&gt;
&lt;br /&gt;
A Cavern Dweller begins with a PWC of 2/1/1.  Its racial perks include [[Boomerang]], [[Shockwave]], and [[Power Lift]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
While Moblins are a two-gender race, most outsiders can&amp;#039;t even tell the difference between them.  They reproduce in the way expected of mammals, and usually have a litter of several offspring at once.  If the parents are of different Moblin varieties (such as a Miniblin and a Goriya), the offspring usually take after the mother.  A Moblin ages at roughly twice the rate of a Hylian.  As such, a Moblin can reach full size adulthood in about 10 years, and rarely does one live beyond the age of 50.  Unlike most sentient races, Moblins generally do not spend a great deal of time raising their young, and by Hylian standards, youths are left to &amp;quot;fend for themselves&amp;quot; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
As a whole, adult Moblins can range anywhere from a minimum of 2 feet (60 cm) to a maximum of 8 feet (240cm) in height, and usually range from 30 lbs (13kg) to 400 lbs (180kg).  Common Moblins and Goriya tend towards larger, Miniblins tend towards smaller, and Bokoblins are usually somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
Moblins have hide comparable to most mammals; grayish flesh completely covered in fur.  The fur tends to be thicker on larger Moblin varieties, and thinner on smaller ones.  Its huge ranges wildly even within the same variety, and no color seems entirely exclusive to a variety.  While shades brown and red are overall the most common fur colors, other colors include various shades of green, blue, golden, and black are fairly common.  Rarely, Moblins can exist which are violet, gray, or white.&lt;br /&gt;
&lt;br /&gt;
A Moblin&amp;#039;s facial structure seems to rely heavily on its variety, resembling always either some form of canine or swine.  A Common Moblin usually has a face resembling either a boar, or a heavy-jowels dog such as a bulldog--they may or may not have small tusks.  A Bokoblin, or Bulbin, usually has a more humanoid face, which may or may not share some of the Common Moblin&amp;#039;s features.  A Goriya&amp;#039;s face resembles a coyote or wolf, albeit with wider jaws.  A Miniblin has an unusually flat, wide head, with protruding rodent-like teeth; mouse-like ears and strange horns arise from the top of its head.&lt;br /&gt;
&lt;br /&gt;
Compared to Hylians, Moblins as a whole tend to be more physically capable for their size, and make for natural athletes.  They have an easy time gaining and keeping muscle, have considerable stamina, and many have displayed remarkable agility.  Despite these benefits, Moblins often lack what Hylians would consider to be finer senses.  Though some varieties are more cunning than others, they tend to give into greed or other vices instead of seeing the big picture, and rarely display patience, honor, or dedication to anything but their own benefit.  While many Hyruleans consider Moblins stupid, it&amp;#039;s a fact that many of them have learned the Hyrulean language, and can solve complex puzzles or problems when it suits their desires and doesn&amp;#039;t try their patience.  More often than not, it&amp;#039;s just that a Moblin is never properly educated and is never given a moral code to follow.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origin of Moblins is largely unknown, as none of the race have ever bothered to keep records of their history.  Those who follow [[Ganon]] often revere him as their patron deity, and suggest it was him or his predecessor who created the first Moblins in his own image.  It is even suggested by some that many of the Moblins which now inhabit Ganon&amp;#039;s army were created in the same, magical way.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by non-Hylians that Moblins are perhaps the oldest residents of the landmass now called Hyrule and surrounding areas.  They likely once persisted in primitive tribes throughout the land, but were driven back by Hylian ancestors who saw them only as monsters and beasts, then forced to dwell in the shadows of forests and the darkness of caves.  While their numbers are less than they once were because of this so called &amp;quot;progress&amp;quot; and &amp;quot;taming the land,&amp;quot; Ganon&amp;#039;s more recent invasion have driven back the Hylians from [[Southern Hyrule]] and enabled the Moblins to proliferate there.  The more devout Moblins have taken this as their deity&amp;#039;s &amp;quot;second coming.&amp;quot;  As such, many have taken to revering him, and many joined his forces out of free will--although, of course, such Moblins would never have the patience to be trained as the more dutiful [[Darknut]]s who fill Ganon&amp;#039;s elite ranks.&lt;br /&gt;
&lt;br /&gt;
Even before Ganon came, the more organized of Moblins made their way into what is now called [[Monster Village]].  Sitting at the southeast corner of Hyrule, it is here that many intelligent, well-behaved Moblins found residence with [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; which are routinely slayed and conquered by Hyruleans.  The reclusive location combined with naturally-skilled warriors has enabled the residents here to remain safe from Hylian expansion for decades.&lt;br /&gt;
&lt;br /&gt;
While few races have much respect for Moblins--even other Moblins--the race&amp;#039;s tenacity, strength, and rebelliousness have left them to be feared and usually avoided.  Largely because of this, Moblins tend to only associate with Moblins, and those who interact with other monster races are the minority.  There has never been and likely will never be an organized society which consists mostly of Moblins, as anything beyond a closely-knit tribe ends up destroying itself from within.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=2098</id>
		<title>Race:Picori</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=2098"/>
		<updated>2013-11-26T11:25:43Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|uncommon}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Picori have appeared solely in &amp;#039;&amp;#039;The Minish Cap.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
These tiny creatures are believed across Hyrule to be mere fairy tales, but that couldn&amp;#039;t be further than the truth.  In fact, Picori in Hyrule may be just as numerous as Hylians, if not more so.  The answer to this bizarreness has three components.  First and foremost, the tallest Picori to have ever lived... was not even two-and-a-half inches tall.  Indeed, most Minish have less height than a Hylian&amp;#039;s finger has length.  Secondly, due to a strange [[Minish Veil|magical barrier]] innate to the race, they cannot even be detected beyond a short distance--which is typically less than the distance between a Hylian&amp;#039;s eyes, and the ground where Minish normally walk.  Finally, Picori are extremely secretive about their race, and usually avoid detection by other races for their own protection.  Despite these traits, Picori often living amongst Hylians and other races, hiding in their homes for protection from the elements. Cities, forests, mountains, and more are all inhabited by these tiny creatures.&lt;br /&gt;
&lt;br /&gt;
Up-close, a Picori has smooth flesh like a [[Hylian]], and ears even pointier than theirs.  Its arms are somewhat long, with both its hands and feet having four-fingered digits capable of grasping and manipulating objects as well as a Hylian&amp;#039;s hands.  Its nose protrudes forward slightly, like a mouse&amp;#039;s.  Strangely, a Picori has a tail resembling a feather, which will regrow in the event it is severed.  Like Hylians, they always wear clothing, and usually have hair on their scalp.&lt;br /&gt;
&lt;br /&gt;
A Picori begins with a [[PWC]] of 1/2/2, having a 2 in both Wisdom and Courage.  By choosing the Picori-exclusive racial perk called [[Huge Potential]], the Picori can gain a +1 to Power.  Excluding the optional Power increase, this starting PWC can be defied by using the [[Exception]] general racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Picori has an innate racial perk called [[Foreign Language]], which grants it mastery over the Picori language as well as the more common Hyrulean tongue.  In addition to this, a Picori character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Picori can also choose from:&lt;br /&gt;
* [[Gnat Hat]]: while to a Picori this has no function, it can be donned by another being to cause the wearer to shrink down to the Picori&amp;#039;s size&lt;br /&gt;
* [[Huge Potential]]: a powerful trait which grants the Picori a +1 to Power, and halves the cost of [[Major Gain]], but prevents it from ever changing size&lt;br /&gt;
* [[Jabber Nut]]: a useful nut which enables its eater to speak seemingly any known language&lt;br /&gt;
* [[Language of Fauna]]: a useful spell enabling the Picori to communicate with animals&lt;br /&gt;
* [[Lost and Found]]: a technique which enables the Picori to find mundane objects in extremely unusual places&lt;br /&gt;
* [[Minish Veil]]: a trait held by most Picori, it&amp;#039;s what prevents taller races from being able to even notice these tiny beings&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a Picori character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Civilized Picori===&lt;br /&gt;
Your family and relatives have always lived in the shadows of other races.  Likely, you slip through the crevices of a [[Hylian]]&amp;#039;s home in [[Castle Town]], huddle deep in the holes of [[Eastern Caves]], or even live in the attics of [[Monster Village]].  Thanks largely to your unwitting neighbors, you can live a peaceful and quiet life outside the reach of feral animals and vicious monsters who would be able to detect you.&lt;br /&gt;
&lt;br /&gt;
A Civilized Picori begins with a PWC of 1/2/2.  Its racial perks include [[Foreign Language]], [[Gnat Hat]], [[Language of Fauna]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
===Mountain Minish===&lt;br /&gt;
Unlike most of your kind, you don&amp;#039;t rely on others for protection.  You&amp;#039;re a hardened worker of the wilderness, likely building your homes near natural protective features such as under rocks, under caves, or behind tiny waterfalls.  In the rare instance a beast tries to salvage your people for food, you and the rest of the guards are particularly well-trained at taking down colossal beasts many times your size specifically for this purpose.  In the rare instance the fight is already lost before it begins, your people already have an escape plan.  Indeed, survival is often on the mind of you and your friends here.  While you have less time for idle pleasures than most, it&amp;#039;s a particularly satisfying life.&lt;br /&gt;
&lt;br /&gt;
A Mountain Minish begins with a PWC of 1/2/2, which is increased to 2/2/2 thanks to [[Huge Potential]].  Its racial perks include [[Foreign Language]], [[Huge Potential]], [[Lost and Found]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
The most remarkable characteristic of Picori is their tiny size.  Even smaller than [[Fairy Companion|tiny fairies]], a typical adult Picori stands at a height of only 4cm (or 1.5 inches), and never weighs more than a mere 50 grams (less than 1/8 of a pound).  They&amp;#039;re arguably the smallest intelligent creatures.  Despite their size, they also have a lifespan comparable to [[Hylian]]s, reaching adulthood after 15-20 years, and the oldest die of natural causes after about 100 years.  Also like Hylians, they have two genders and reproduce in a comparable way.  Differences between gender in Picori tend to be less noticeable however, making males seem somewhat effeminate by Hylian standards, and females somewhat boyish.&lt;br /&gt;
&lt;br /&gt;
Although Picori have humanoid shapes, their proportions are somewhat different compared to the more common humanoid forms seen in [[Hylian]]s, [[Zora]], or [[Rito]].  A Picori has smooth flesh like a [[Hylian]], and ears even pointier than theirs.  Its arms are somewhat long, with both its hands and feet having four-fingered digits capable of grasping and manipulating objects as well as a Hylian&amp;#039;s hands.  Its nose protrudes forward slightly, like a mouse&amp;#039;s.  Strangely, a Picori has a tail resembling a white, red-tipped feather, which will slowly regrow in the event it is severed.  Like Hylians, they always wear clothing, and usually have hair on their scalp.  Their eyes tend to be uniformly black, lacking irises like most other beings.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of Picori are mysterious even among themselves.  Hylian legends speak of strangely finding rupees and other treasures under rocks--a phenomenon Picori are believed to cause--for as long as Hylians have kept records.&lt;br /&gt;
&lt;br /&gt;
Throughout the history of Picori, they have kept themselves secret from other races, though the reasons for each doing so seems to vary.  Some do so out of fear of being exploited by larger creatures, while others find life easier living in Hylian homes without their knowledge, and others still just get a kick out of their race&amp;#039;s secrecy.  Largely because of the race&amp;#039;s [[Minish Veil|unusual illusion]] inborn into them, almost every Picori lives its entire life without being discovered outside of momentary, accidental sightings.  &lt;br /&gt;
&lt;br /&gt;
Although Picori don&amp;#039;t have an overarching culture like some races, there has always been one steadfast principle that permeates every Picori society, paraphrased as, &amp;quot;You can reveal yourself to them, but don&amp;#039;t reveal us.&amp;quot;  &amp;#039;Them&amp;#039; of course refers to any of the numerous larger, sentient races.  Although most Picori hide, the rare one may wish to expose himself or herself.  There&amp;#039;s now taboo on a single Picori revealing itself, but revealing the existence of a tribe is considered a horrible crime against the entire race.  Thus, most Picori who expose themselves each claim to be one-of-a-kind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Glossary:Position&amp;diff=2095</id>
		<title>Glossary:Position</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Glossary:Position&amp;diff=2095"/>
		<updated>2013-11-25T01:01:33Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Veteran */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Position&amp;#039;&amp;#039;&amp;#039; defines a player&amp;#039;s &amp;#039;&amp;#039;&amp;#039;rank&amp;#039;&amp;#039;&amp;#039;, or status, on Hyrule Castle.  There are three of these so-called ranks, namely Newcomer, Regular, and Veteran.  Each position offers slight benefits over the one before it.&lt;br /&gt;
&lt;br /&gt;
==Newcomer==&lt;br /&gt;
Any player who has freshly joined Hyrule Castle is a Newcomer, or &amp;quot;Newbie.&amp;quot;  A Newcomer is expected to read the [[Guide]] to Hyrule Castle and, if interested in role-playing here, create a character and begin having adventures.&lt;br /&gt;
&lt;br /&gt;
A player has a slight restriction on creating his or her first character.  This first character he or she creates must be based on one of the example origins provides in that [[:Category:Races|race]]&amp;#039;s description.  Furthermore, the first character must be of a standard race.  Uncommon and Elite races require the user either have rupees to spend, or be a Veteran, neither of which can happen unless the player has already made a character.&lt;br /&gt;
&lt;br /&gt;
For every character a Newcomer creates, the player assigns it 3 additional [[PWC]] points, in addition to the baseline PWC points provided by the character&amp;#039;s race.&lt;br /&gt;
&lt;br /&gt;
After about at least a month of consistent role-playing, a Newcomer can petition a Veteran or Staff Member to become a Regular.  This can be done in public, such as in the shoutbox or a thread, or in private.&lt;br /&gt;
&lt;br /&gt;
==Regular==&lt;br /&gt;
It is assumed that most active role-players on Hyrule Castle are Regulars.  A Regular is familiar with Hyrule Castle and its workings, and understands concepts like [[PWC]], [[:Category:Treasures|Treasures]], and character creation.&lt;br /&gt;
&lt;br /&gt;
For every character a Regular creates, the player assigns it 4 additional [[PWC]] points, in addition to the baseline PWC points provided by the character&amp;#039;s race.  Upon being promoted to Regular, the player may give an additional point to every character created as a Newcomer.&lt;br /&gt;
&lt;br /&gt;
Most players are assumed to be Regulars, and will not be promoted to Veteran.  To be considered for promotion, a Regular is expected to be an active and skilled role-player, be particularly knowledgeable of Hyrule Castle&amp;#039;s systems, and go out of his or her way for the benefit of the site or its members.  Such a player should be both experienced and trustworthy.  If a Staff Member is particularly wise, he will privately contact this Regular and offer him or her to be promoted to Veteran.&lt;br /&gt;
&lt;br /&gt;
==Veteran==&lt;br /&gt;
Once a player reaches the position of Veteran, the position is generally kept so long as the player doesn&amp;#039;t go out of his or her way to become unworthy of it.  Any player who is currently a Staff Member is assumed to be a Veteran, and any player who loses his or her Staff Member status is moved to Veteran status.&lt;br /&gt;
&lt;br /&gt;
For every character a Veteran creates, the player assigns it 5 additional [[PWC]] points, in addition to the baseline PWC points provided by the character&amp;#039;s race.  Upon being promoted to Veteran, the player may give an additional point to every character created as a Regular.  Furthermore, the [[Major Gain]] treasure is less costly for a Veteran.  &lt;br /&gt;
&lt;br /&gt;
A Veteran has free access to Uncommon [[:Category:Races|Races]], and can obtain a [[Race License]] for Elite Races at a lesser cost.  If the Veteran previously acquired a Race License as a Newcomer or Regular, the Veteran can return the additional rupees spent to the character(s) who originally paid for the License(s).&lt;br /&gt;
&lt;br /&gt;
A Veteran has the option to approve quests and dungeons, grade questions and dungeons, and promote Newcomers to Regulars--then message a Staff Member to make the appropriate changes, such as moving threads.  A Veteran is never &amp;#039;&amp;#039;expected&amp;#039;&amp;#039; to do such things, but can do so if they desire to help out.&lt;br /&gt;
&lt;br /&gt;
Finally, Veterans have access to a hidden forum available only to other Veterans (including Staff Members).  This forum is intended to be used for matters such as grading quests, or discussion of similar Veteran or Staff-related topics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=2090</id>
		<title>Race:Picori</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=2090"/>
		<updated>2013-11-21T12:02:23Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|uncommon}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Picori have appeared solely in &amp;#039;&amp;#039;The Minish Cap.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
These tiny creatures are believed across Hyrule to be mere fairy tales, but that couldn&amp;#039;t be further than the truth.  In fact, Picori in Hyrule may be just as numerous as Hylians, if not more so.  The answer to this bizarreness has three components.  First and foremost, the tallest Picori to have ever lived... was not even two-and-a-half inches tall.  Indeed, most Minish have less height than a Hylian&amp;#039;s finger has length.  Secondly, due to a strange [[Minish Veil|magical barrier]] innate to the race, they cannot even be detected beyond a short distance--which is typically less than the distance between a Hylian&amp;#039;s eyes, and the ground where Minish normally walk.  Finally, Picori are extremely secretive about their race, and usually avoid detection by other races for their own protection.  Despite these traits, Picori often living amongst Hylians and other races, hiding in their homes for protection from the elements. Cities, forests, mountains, and more are all inhabited by these tiny creatures.&lt;br /&gt;
&lt;br /&gt;
Up-close, a Picori has smooth flesh like a [[Hylian]], and ears even pointier than theirs.  Its arms are somewhat long, with both its hands and feet having four-fingered digits capable of grasping and manipulating objects as well as a Hylian&amp;#039;s hands.  Its nose protrudes forward slightly, like a mouse&amp;#039;s.  Strangely, a Picori has a tail resembling a feather, which will regrow in the event it is severed.  Like Hylians, they always wear clothing, and usually have hair on their scalp.&lt;br /&gt;
&lt;br /&gt;
A Picori begins with a [[PWC]] of 1/2/2, having a 2 in both Wisdom and Courage.  By choosing the Picori-exclusive racial perk called [[Huge Potential]], the Picori can gain a +1 to Power.  Excluding the optional Power increase, this starting PWC can be defied by using the [[Exception]] general racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Picori has an innate racial perk called [[Foreign Language]], which grants it mastery over the Picori language as well as the more common Hyrulean tongue.  In addition to this, a Picori character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Picori can also choose from:&lt;br /&gt;
* [[Gnat Hat]]: while to a Picori this has no function, it can be donned by another being to cause the wearer to shrink down to the Picori&amp;#039;s size&lt;br /&gt;
* [[Huge Potential]]: a powerful trait which grants the Picori a +1 to Power, and halves the cost of [[Major Gain]], but prevents it from ever changing size&lt;br /&gt;
* [[Jabber Nut]]: a useful nut which enables its eater to speak seemingly any known language&lt;br /&gt;
* [[Language of Fauna]]: a useful spell enabling the Picori to communicate with animals&lt;br /&gt;
* [[Lost and Found]]: a technique which enables the Picori to find mundane objects in extremely unusual places&lt;br /&gt;
* [[Minish Veil]]: a trait held by most Picori, it&amp;#039;s what prevents taller races from being able to even notice these tiny beings&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a Picori character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Civilized Picori===&lt;br /&gt;
Your family and relatives have always lived in the shadows of other races.  Likely, you slip through the crevices of a [[Hylian]]&amp;#039;s home in [[Castle Town]], huddle deep in the holes of [[Eastern Caves]], or even live in the attics of [[Monster Village]].  Thanks largely to your unwitting neighbors, you can live a peaceful and quiet life outside the reach of feral animals and vicious monsters who would be able to detect you.&lt;br /&gt;
&lt;br /&gt;
A Civilized Picori begins with a PWC of 1/2/2.  Its racial perks include [[Foreign Language]], [[Gnat Hat]], [[Language of Fauna]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
===Mountain Minish===&lt;br /&gt;
Unlike most of your kind, you don&amp;#039;t rely on others for protection.  You&amp;#039;re a hardened worker of the wilderness, likely building your homes near natural protective features such as under rocks, under caves, or behind tiny waterfalls.  In the rare instance a beast tries to salvage your people for food, you and the rest of the guards are particularly well-trained at taking down colossal beasts many times your size specifically for this purpose.  In the rare instance the fight is already lost before it begins, your people already have an escape plan.  Indeed, survival is often on the mind of you and your friends here.  While you have less time for idle pleasures than most, it&amp;#039;s a particularly satisfying life.&lt;br /&gt;
&lt;br /&gt;
A Mountain Minish begins with a PWC of 1/2/2, which is increased to 2/2/2 thanks to [[Huge Potential]].  Its racial perks include [[Foreign Language]], [[Huge Potential]], [[Lost and Found]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
The most remarkable characteristic of Picori is their tiny size.  Even smaller than [[Fairy Companion|tiny fairies]], a typical adult Picori stands at a height of only 4cm (or 1.5 inches), and never weighs more than a mere 50 grams (less than 1/8 of a pound).  They&amp;#039;re arguably the smallest intelligent creatures.  Despite their size, they also have a lifespan comparable to [[Hylian]]s, reaching adulthood after 15-20 years, and the oldest die of natural causes after about 100 years.  Also like Hylians, they have two genders and reproduce in a comparable way.  Differences between gender in Picori tend to be less noticeable however, making males seem somewhat effeminate by Hylian standards, and females somewhat boyish.&lt;br /&gt;
&lt;br /&gt;
Although Picori have humanoid shapes, their proportions are somewhat different compared to the more common humanoid forms seen in [[Hylian]]s, [[Zora]], or [[Rito]].  A Picori has smooth flesh like a [[Hylian]], and ears even pointier than theirs.  Its arms are somewhat long, with both its hands and feet having four-fingered digits capable of grasping and manipulating objects as well as a Hylian&amp;#039;s hands.  Its nose protrudes forward slightly, like a mouse&amp;#039;s.  Strangely, a Picori has a tail resembling a white, red-tipped feather, which will slowly regrow in the event it is severed.  Like Hylians, they always wear clothing, and usually have hair on their scalp.  Their eyes tend to be uniformly black, lacking irises like most other beings.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of Picori are mysterious even among themselves.  Hylian legends speak of strangely find rupees and other treasures under rocks--a phenomenon Picori are believed to cause--for as long as Hylians have kept records.&lt;br /&gt;
&lt;br /&gt;
Throughout the history of Picori, they have kept themselves secret from other races, though the reasons for each doing so seems to vary.  Some do so out of fear of being exploited by larger creatures, while others find life easier living in Hylian homes without their knowledge, and others still just get a kick out of their race&amp;#039;s secrecy.  Largely because of the race&amp;#039;s [[Minish Veil|unusual illusion]] inborn into them, almost every Picori lives its entire life without being discovered outside of momentary, accidental sightings.  &lt;br /&gt;
&lt;br /&gt;
Although Picori don&amp;#039;t have an overarching culture like some races, there has always been one steadfast principle that permeates every Picori society, paraphrased as, &amp;quot;You can reveal yourself to them, but don&amp;#039;t reveal us.&amp;quot;  &amp;#039;Them&amp;#039; of course refers to any of the numerous larger, sentient races.  Although most Picori hide, the rare one may wish to expose himself or herself.  There&amp;#039;s now taboo on a single Picori revealing itself, but revealing the existence of a tribe is considered a horrible crime against the entire race.  Thus, most Picori who expose themselves each claim to be one-of-a-kind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Everwood_(material)&amp;diff=2089</id>
		<title>Everwood (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Everwood_(material)&amp;diff=2089"/>
		<updated>2013-11-21T11:57:17Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|woodworker=yes&lt;br /&gt;
|set=20&lt;br /&gt;
|field1=Forest&lt;br /&gt;
|field2=Heal&lt;br /&gt;
|material=yes&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|form=Organic Item}}&lt;br /&gt;
Harvested from a magical tree, &amp;#039;&amp;#039;&amp;#039;Everwood&amp;#039;&amp;#039;&amp;#039; is a particularly unusual [[material]] intended to be used in [[crafting]] by [[Crafting#Woodworking|woodworkers]].  Once Everwood is carved into a given shape, even if combined with other materials, it never dies, but continues to grow.  More specifically, it regrows, back into the intended shape with which it was created.  Nicks and scratches repair themselves in less than a minute, but more severe damage takes more time.  Even if Everwood scalemail is reduced to sawdust, it is capable of taking shape again, but may take days or weeks to do so.  The only known way to completely destroy Everwood is by burning it to ash, or destroying it in some form of acid.&lt;br /&gt;
&lt;br /&gt;
A particularly clever woodworker is able to use Everwood in ways unusual for crafted items, since the resulting item always regrows to its intended form.  For example, if a woodworker constructs a quarterstaff from Everwood and a berry tree, the quarterstaff will likely begin to grow berries on it as often as daily.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* A blacksmith material with a similar effect is known as [[Splinter Crystal]].&lt;br /&gt;
* {{Original|creator=Guy}}&lt;br /&gt;
{{Market}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Mogma&amp;diff=1820</id>
		<title>Race:Mogma</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Mogma&amp;diff=1820"/>
		<updated>2013-11-14T20:48:36Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Tribal Mogma of Dragon Roost */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Mogmas have only appeared in &amp;#039;&amp;#039;Skyward Sword&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Mogmas are a race of mole-like humanoids capable of burrowing beneath the ground at incredible speeds. It is for this reason that Mogmas were able to avoid the surface for many years, being entirely capable of sustaining themselves below ground. Born with fur ranging many colors, though typically a light brown, the Mogma have small eyes and large snouts, adapted to the darkness of their tunnels.  While generally kind creatures, they tend to be suspicious of the strange land that is above-ground Hyrule, leaving them sometimes socially awkward or even callous.&lt;br /&gt;
&lt;br /&gt;
Because they dwell beneath ground, and dig using their claws in order to travel, Mogmas are tend to have much stronger upper bodies compared to other races.  By contrast, their legs are so small to almost be vestigial, as they rarely stand, but instead sit on their solid tails.  Though they generally prefer not to fight, Mogmas can use their claws as effective melee weapons.  Notably, finding gems and hunting treasures is a particularly highly-regarded pastime in their society.&lt;br /&gt;
&lt;br /&gt;
A Mogma begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Mogma has an innate [[racial perk]] called [[Claws]], which enables their natural weaponry to be used in tandem with other treasures.  In addition to this, a Mogma character can have up to three additional racial perks of choice. In addition to the general perks available to every race, a Mogma can also choose from:&lt;br /&gt;
* [[Beastly Burrow]]: an ability used by nearly all Mogmas to dig at phenomenal speed&lt;br /&gt;
* [[Down to Earth]]: a trait which makes it easier for the Mogma to acquire {{Field|Earth}}-based treasures &lt;br /&gt;
* [[Nightvision]]: a useful ability which enables a Mogma to see in the darkness of ungeround&lt;br /&gt;
* [[Nose for Treasure]]:  a technique which enables the Mogma to earn an extra few rupees, or a [[:Category:Materials|material]], per quest&lt;br /&gt;
* [[Quicksand]]: a cunning spell which can be used by the Mogma to place a trap in nearby ground&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Mogma, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Denizen of the Western Caves===&lt;br /&gt;
For generations, you&amp;#039;ve lived in relatively peaceful conditions deep under the earth of [[Southern Hyrule]] among your Mogma brothers, likely spending your days searching for gems or other underground treasures.  In recent years, the surface-dwellers began to find their way into the caves of your people.  At first, you and your kind were highly suspicious of these intruders, spending years out of their range of exploration, instead digging deeper away from them.  In more recent years, your people have begun to intermingle with these [[Hylian]]s, who turned out to be surprisingly peaceful.  Some monster named [[Ganon]] invaded their land, driving them out, and your people have agreed to live together with them until peace returns to their land.&lt;br /&gt;
&lt;br /&gt;
A Denizen of the Western Caves begins with a PWC of 2/1/1.  Its racial perks include [[Claws]], [[Beastly Burrow]], [[Nightvision]], and [[Nose for Treasure]].&lt;br /&gt;
&lt;br /&gt;
===Tribal Mogma of Dragon Roost===&lt;br /&gt;
Several decades ago, your ancestors made a great underground journey across the vast land of the world, knowing that there must be land somewhere beyond the lethal waters of the [[Eastern Sea]].  It took a generation to make the journey under the sea, supposedly, but your ancestors discovered a strange new world on [[Dragon Roost Island]], discovering the avian [[Rito]] race you now peacefully live beside.  While the island is indeed theirs, and their numbers here dwindle yours, your tribe likely takes refuge in the caves near the shores.  Thankfully, your kind&amp;#039;s amazing digging abilities have proved invaluable to expanding the cavernous structures the Rito call homes, proving yourselves to be assets rather than mooches.&lt;br /&gt;
&lt;br /&gt;
A Tribal Mogma of Dragon Roost begins with a PWC of 2/1/1.  Its racial perks include [[Claws]], [[Beastly Burrow]], [[Down to Earth]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Lynel&amp;diff=1819</id>
		<title>Race:Lynel</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Lynel&amp;diff=1819"/>
		<updated>2013-11-14T10:23:34Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Character Creation Brief */  (Had Hover listed as a perk, for some reason. Removed it.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|elite|monster}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Lynels made their debut and most plentiful appearance in the first &amp;#039;&amp;#039;Legend of Zelda&amp;#039;&amp;#039; game.  In lesser roles, they have recurred in &amp;#039;&amp;#039;A Link to the Past&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Link&amp;#039;s Awakening&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Oracle of Seasons&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;Oracle of Ages&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Lynels, known by some as Centaurs, once dominated the primtive land of Hyrule centuries ago.  Wielding a longsword in each arm, these 8-foot-tall lion-headed, man-chested, horse-legged beasts shot forth lethal beams from each blade.  As the land was tamed by Hylians, however, Lynel have become increasingly scarce. Despite their intelligence and power, they are feared as monsters, and are hunted down upon sight. Largely because of this, many have made their way into the ranks of [[Ganon]]&amp;#039;s army, where their power, endurance, and speed can be properly appreciated. The few that don&amp;#039;t tend towards the fields, defending the last stretches of open land that haven&amp;#039;t yet been stolen by either Ganon or Hyrule.  Unsurprisingly, they rarely trust any but their own kind.&lt;br /&gt;
&lt;br /&gt;
A Lynel begins with a [[PWC]] of 3/1/1, having a 3 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation, but even with it, a Lynel can never be created with a Power below 2.&lt;br /&gt;
&lt;br /&gt;
A Lynel has an innate racial perk called [[Centaur Speed]], the primary effect of which is granting them incredible running speed.   In addition to this, a Lynel character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Lynel can also choose from:&lt;br /&gt;
* [[Blitz]]: a technique enabling the Lynel to launch his body forward with a high-speed, high-impact tackle &lt;br /&gt;
* [[Intrinsic Enchantment]]: a powerful ability enabling the Lynel to enchant his or her weapons with a designated element, such as {{Field|Fire}} or {{Field|Shadow}}&lt;br /&gt;
* [[Power Beam]]: a powerful spell enabling the Lynel to shoot damaging beams from the weapons he or she wields&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Lynel can lift, carry over their head, push, or pull &lt;br /&gt;
* [[Traveler]]: a trait which makes it easier for the Lynel to gain [[:Category:Treasures|treasures]] of the {{Field|Travel}} field&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Stalfos&amp;diff=1806</id>
		<title>Race:Stalfos</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Stalfos&amp;diff=1806"/>
		<updated>2013-11-13T11:17:18Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|uncommon|monster}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Stalfos debuted in the original &amp;#039;&amp;#039;Legend of Zelda,&amp;#039;&amp;#039; and have recurred in nearly every game since.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Found primarily in [[Ikana Valley|Ikana]] and long-lost graveyards, Stalfos are exactly what they appear to be: moving, thinking, animated skeletons. A Stalfos is an [[undead]] monster created by dark magic, an influx of supernatural power particular to a localized region, or other forces not even Stalfos themselves understand.  While many Stalfos have been raised into [[Ganon]]&amp;#039;s army, others are completely separate.  A Stalfos usually (but not always) has no recollection of his (or her) former life, and usually has no physical or mental similarities to their former self beyond skeletal structure.  A freshly-risen Stalfos would often seem as though it has amnesia, as it usually possesses an adult&amp;#039;s mindset, maturity, and intelligence, but has no idea who it is or how it crawled out of a grave.&lt;br /&gt;
&lt;br /&gt;
Notably, a Stalfos character must specify to what race its skeleton once belonged.  Hylian-born Stalfos are particularly common.&lt;br /&gt;
&lt;br /&gt;
A Stalfos begins with a [[PWC]] of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Stalfos begins at 1/1/1 with an additional +1 to any one aspect of PWC. &lt;br /&gt;
&lt;br /&gt;
A Stalfos has an innate racial perk called [[Undead]], which represents its unusual state of non-living animation.  In addition to this, a Stalfos character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Stalfos can also choose from:&lt;br /&gt;
* [[Four-Armed]]: a useful trait which grants the Stalfos an additional, less dexterous pair of arms; this occupies two racial perk &amp;quot;slots&amp;quot;&lt;br /&gt;
* [[Jump]]: a useful spell many Stalfos infamously use to leap out of range of melee attacks, though it can be used for high-jumping in general&lt;br /&gt;
* [[Miasma]]: a powerful offensive spell which the Stalfos uses to create a poisonous gas which hinders most living beings&lt;br /&gt;
* [[Nightvision]]: a useful trait enabling the Stalfos to see in darkness&lt;br /&gt;
* [[Skeletal Defense]]: a defensive technique a Stalfos can use to avoid a lethal blow by letting his magically-held-together body break apart&lt;br /&gt;
* [[Skeletal Offense]]: a useful technique enabling a Stalfos to launch a bone from his body as a projectile weapon, or wield it as a melee weapon&lt;br /&gt;
&lt;br /&gt;
==Recommended Origin==&lt;br /&gt;
If you&amp;#039;ve never made a Stalfos character before, this example origin may provide inspiration for your character. &lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Stalfos are skeletons animated by mysterious or magical power, raised from the long-dead corpses of other races.  A being of virtually any playable race other than [[Goron]], [[Deku Scrub]], [[Korok]], [[Skull Kid]], [[Lynel]], or [[Poe]] can be raised in stal-form.  Indeed, even a tiny skeleton raised from a Picori is a possibility.  The height depends on the original race, and weight tends to be greatly lesser than the norm for that race.  Despite this, a typical Stalfos has little resemblance to its previous life other than its skeletal structure.  Indeed, a Stalfos usually (but not always) has no recollection of his (or her) former life, and usually has no physical or mental similarities to his or her former self.  A freshly-risen Stalfos would often seem as though it has amnesia, as it usually possesses an adult&amp;#039;s mindset, maturity, and intelligence, but has no idea who it is or how it crawled out of a grave.&lt;br /&gt;
&lt;br /&gt;
Because a Stalfos is [[undead]], it notably has no need to breathe, drink, eat, sleep, or perform other bodily functions.  Despite not needing to do these things, some Stalfos do some of them out of comfort, or a mental reliance on performing them.  Due to the same strange force which gives it life and thought, a Stalfos is capable of moving as it would have with functioning muscles, and is seemingly even able to train these non-existant muscles much as living creatures would.  It even feels pain, and can suffer injuries much like living creatures.  A Stalfos is capable of full speech.  Its voice is generally coarse and genderless, but rarely, a Stalfos&amp;#039; voice could be as normal as a living creature&amp;#039;s.  A Stalfos has no need to move its jaw to speak, as its words are formed magically, but many Stalfos find it easier to enunciate if they do so anyway.&lt;br /&gt;
&lt;br /&gt;
A Stalfos&amp;#039; body usually possesses dimly glowing spheres where eyes would otherwise rest in its skull, but is otherwise a dry skeleton devoid of any living or rotting tissue.  Rarely, a Stalfos may have horns or other unusual features if its former body did.  Most wear little or no clothing, as they typically are not shamed by showing their bones.  A Stalfos&amp;#039; gender can usually only be determined by its hip bones, and even then, some Stalfos prefer to only be referred to as an &amp;quot;it.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Being undead, a Stalfos does not age in the traditional sense.  Due to seemingly normal circumstances, however, a Stalfos rarely lives beyond 80 to 100 years.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society. &lt;br /&gt;
&lt;br /&gt;
Stalfos are somewhat ironically the least familiar with their own origins, as most have no clue how their lives even began.  Some seem to rise naturally, particularly in graveyards which already have other Stalfos or [[Poe]]s inhabiting them.  Largely because of this, many Stalfos who were autonomously risen treat abandoned graveyards as makeshift villages.  Others are risen to due powerful magic, and may or may not feel any inherent debt to their creators.&lt;br /&gt;
&lt;br /&gt;
It is widely assumed that [[Ganon]] has risen more Stalfos than any other being in history, often filling his armies with the skeletons of those he&amp;#039;s slain, or even from the corpses of his own fallen soldiers.  Because of this, some Stalfos revere him for giving them life, while others despise him for treating them like emotionless tools.&lt;br /&gt;
&lt;br /&gt;
Due to the unsettling nature of Stalfos, and their infamous recruitment into Ganon&amp;#039;s army, [[Hylian]]s and most races associated with them often abhor Stalfos as monsters.  Some flee, while others attack on sight.  Largely because of these Stalfos tend to remain particularly illusive of major settlements.  The only place they can find relative safety is the surprisingly peaceful [[Monster Village]] or the nearby [[Ikana Valley]] of similarly-treated &amp;quot;monsters,&amp;quot; or the more nefarious [[Forsaken Fortress]] inhabited by Pirates.  Notably, others take refuge in the [[Lost Woods]], other forested areas, or in various graveyards or ruins.&lt;br /&gt;
&lt;br /&gt;
While Stalfos don&amp;#039;t have an over-arching culture, they can generally only find understanding in other Stalfos, or to some extent, [[Poe]]s and [[Skull Kid]]s who share in the fate of being undead.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1805</id>
		<title>Race:Deku Scrub</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1805"/>
		<updated>2013-11-13T11:11:57Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Mad Scrub of Morgue Swamp */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Deku Scrubs debuted in &amp;#039;&amp;#039;Ocarina of Time&amp;#039;&amp;#039;, and returned with a larger role in &amp;#039;&amp;#039;Majora&amp;#039;s Mask.&amp;#039;&amp;#039;  Since then, they&amp;#039;ve had only minor roles throughout the series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Deku Scrubs, also known as simply Scrubs or Deku, are one of two sentient plant races which inhabit [[Hyrule]], the other being [[Korok]]s.  Made entirely of wood, Deku anatomy is a mystery. Although their bodies are quite hard, and quite flammable, they move with the same fluidity of other races, and in most cases more quickly, their small bodies able to move with surprising speed.  Because of their speed and small stature, the Deku prefer guerrilla tactics over straightforward combat.  This is well suited to the forests in which they live, as the Deku are able to strike quickly, then disappear into the nooks and crannies of which only they know. Still, even outside of their natural habitat, Deku Scrubs pose just as much difficulty for their opponents.  Using resourcefulness where they lack in strength, one should not underestimate a Deku just for their size.  Most other races who don&amp;#039;t live near Deku Scrubs tend to be wary of them, as their kind is infamous for attacking those who enter their forests without provocation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub begins with a [[PWC]] of 1/2/1 or 1/1/2, having a 2 in either Wisdom or Courage.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub has an innate [[racial perk]] called [[Plant Composition]], and another known as [[Water Hop]].  In addition to these, a Deku Scrub character can have up to three racial perks of choice. In addition to the general perks available to every race, a Deku Scrub can also choose from: &lt;br /&gt;
* [[Bubble Shot]]: a useful technique enabling the Scrub to fire projectiles from his mouth&lt;br /&gt;
* [[Deku Leaf]]: a useful item which can be used as a parachute to glide, or be swung to create a magically powerful gust&lt;br /&gt;
* [[Deku Nut Production|Deku Nut Supply]]: a supply of small nuts which can be thrown onto the ground to create blinding flashes, useful for creating a diversion&lt;br /&gt;
* [[Deku Pirouette]]: an offensive technique which creates a small offensive shockwave&lt;br /&gt;
* [[Korok Copter]]: a useful technique requiring a Deku Leaf, which enables the Deku Scrub to fly&lt;br /&gt;
* [[Nightvision]]: a useful ability which enables a Deku Scrub to use its glowing eyes to see clearly in darkness&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Deku Scrub, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins. If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character. &lt;br /&gt;
&lt;br /&gt;
===Protector of Kokiri Forest===&lt;br /&gt;
Centuries back a group of Deku Scrubs made a daring journey to the unknown south, hearing rumors of a great plant named the Deku Tree; this rumor they heard from a peculiar visitor, who was visiting the lost woods planting seeds of this tree. Presently, descendents of these brave Deku reside among the [[Kokiri]] of [[Kokiri Forest]], acting as protectors of their ancient home. As one of these Deku, you have long done your duty in assisting the Great Deku Tree in keeping his Kokiri children safe.&lt;br /&gt;
&lt;br /&gt;
A Protector of Kokiri Forest begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Deku Pirouette]].&lt;br /&gt;
&lt;br /&gt;
===Deku of the Lost Woods===&lt;br /&gt;
The [[Lost Woods]] have forever been the home to the Deku, and while select tribes of Deku may have departed for different reasons, they can all be traced back to here. Dominated by the massive Deku Palace, the home of the Deku is an ancient, yet wondrous one; many small dwellings surround the Palace, housing thousands of Deku Scrubs. As a member of the Deku Clan, you have lived here all of your life, protected by the woods surrounding you; what your role as a Deku Scrub is, is up to you.&lt;br /&gt;
&lt;br /&gt;
A Deku of the Lost Woods begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Mad Scrub of Morgue Swamp===&lt;br /&gt;
Separate from the Deku of the Lost Woods or Kokiri Forest are the Mad Scrubs of [[Moruge Swamp]]. This distinct tribe of Deku differ from their relatives in one major way: their leaves are orange rather than green, and their wooden skin is comparatively yellow.  Making their home in the swamp, these Deku have become accustomed to their wet, dirty surroundings.  Burrowing mostly underground, and living in floating logs and other such things, these Deku are not quite as sophisticated as their counterparts of the woods, forced to rely on instincts to survive in this desolate wilderness.  Due to their lack of exposure to a civilized society, they are often stereotyped as insane, hence the name Mad Scrub.&lt;br /&gt;
&lt;br /&gt;
A Mad Scrub of Moruge Swamp begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Pirouette]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Business Scrub===&lt;br /&gt;
Business Scrubs are a unique variant who live all throughout Hyrule, often mixing themselves into various foreign cities, although they all originate from the [[Lost Woods]]. Aside from this, they have three unique traits which separate them from the average Lost Woods Scrub: they are part of the Business Scrub Association, they have an exceptionally keen business sense, and they are all trained in the ways of flight.  Utilizing a skill taught unto them centuries ago by the same one who first spoke of the Deku Tree, Business Scrubs are capable of using Deku Leaves in a manner that allows them to achieve helicopter-like flight. This, among other things, makes it easier for them to travel back in time for the annual Business Scrub Association meeting, where information about the world--particularly in regards to information about profits--is shared among them.&lt;br /&gt;
&lt;br /&gt;
A Business Scrub begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Business]], [[Deku Leaf]], and [[Korok Copter]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1804</id>
		<title>Race:Deku Scrub</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1804"/>
		<updated>2013-11-13T11:11:09Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Deku of the Lost Woods */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Deku Scrubs debuted in &amp;#039;&amp;#039;Ocarina of Time&amp;#039;&amp;#039;, and returned with a larger role in &amp;#039;&amp;#039;Majora&amp;#039;s Mask.&amp;#039;&amp;#039;  Since then, they&amp;#039;ve had only minor roles throughout the series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Deku Scrubs, also known as simply Scrubs or Deku, are one of two sentient plant races which inhabit [[Hyrule]], the other being [[Korok]]s.  Made entirely of wood, Deku anatomy is a mystery. Although their bodies are quite hard, and quite flammable, they move with the same fluidity of other races, and in most cases more quickly, their small bodies able to move with surprising speed.  Because of their speed and small stature, the Deku prefer guerrilla tactics over straightforward combat.  This is well suited to the forests in which they live, as the Deku are able to strike quickly, then disappear into the nooks and crannies of which only they know. Still, even outside of their natural habitat, Deku Scrubs pose just as much difficulty for their opponents.  Using resourcefulness where they lack in strength, one should not underestimate a Deku just for their size.  Most other races who don&amp;#039;t live near Deku Scrubs tend to be wary of them, as their kind is infamous for attacking those who enter their forests without provocation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub begins with a [[PWC]] of 1/2/1 or 1/1/2, having a 2 in either Wisdom or Courage.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub has an innate [[racial perk]] called [[Plant Composition]], and another known as [[Water Hop]].  In addition to these, a Deku Scrub character can have up to three racial perks of choice. In addition to the general perks available to every race, a Deku Scrub can also choose from: &lt;br /&gt;
* [[Bubble Shot]]: a useful technique enabling the Scrub to fire projectiles from his mouth&lt;br /&gt;
* [[Deku Leaf]]: a useful item which can be used as a parachute to glide, or be swung to create a magically powerful gust&lt;br /&gt;
* [[Deku Nut Production|Deku Nut Supply]]: a supply of small nuts which can be thrown onto the ground to create blinding flashes, useful for creating a diversion&lt;br /&gt;
* [[Deku Pirouette]]: an offensive technique which creates a small offensive shockwave&lt;br /&gt;
* [[Korok Copter]]: a useful technique requiring a Deku Leaf, which enables the Deku Scrub to fly&lt;br /&gt;
* [[Nightvision]]: a useful ability which enables a Deku Scrub to use its glowing eyes to see clearly in darkness&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Deku Scrub, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins. If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character. &lt;br /&gt;
&lt;br /&gt;
===Protector of Kokiri Forest===&lt;br /&gt;
Centuries back a group of Deku Scrubs made a daring journey to the unknown south, hearing rumors of a great plant named the Deku Tree; this rumor they heard from a peculiar visitor, who was visiting the lost woods planting seeds of this tree. Presently, descendents of these brave Deku reside among the [[Kokiri]] of [[Kokiri Forest]], acting as protectors of their ancient home. As one of these Deku, you have long done your duty in assisting the Great Deku Tree in keeping his Kokiri children safe.&lt;br /&gt;
&lt;br /&gt;
A Protector of Kokiri Forest begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Deku Pirouette]].&lt;br /&gt;
&lt;br /&gt;
===Deku of the Lost Woods===&lt;br /&gt;
The [[Lost Woods]] have forever been the home to the Deku, and while select tribes of Deku may have departed for different reasons, they can all be traced back to here. Dominated by the massive Deku Palace, the home of the Deku is an ancient, yet wondrous one; many small dwellings surround the Palace, housing thousands of Deku Scrubs. As a member of the Deku Clan, you have lived here all of your life, protected by the woods surrounding you; what your role as a Deku Scrub is, is up to you.&lt;br /&gt;
&lt;br /&gt;
A Deku of the Lost Woods begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Mad Scrub of Morgue Swamp===&lt;br /&gt;
Separate from the Deku of the Lost Woods or Kokiri Forest are the Mad Scrubs of [[Moruge Swamp]]. This distinct tribe of Deku differ from their relatives in one major way: their leaves are orange rather than green, and their wooden skin is comparatively yellow.  Making their home in the swamp, these Deku have become accustom to their wet, dirty surroundings.  Burrowing mostly underground, and living in floating logs and other such things, these Deku are not quite as sophisticated as their counterparts of the woods, forced to rely on instincts to survive in this desolate wilderness.  Due to their lack of exposure to a civilized society, they are often stereotyped as insane, hence the name Mad Scrub.&lt;br /&gt;
&lt;br /&gt;
A Mad Scrub of Moruge Swamp begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Pirouette]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Business Scrub===&lt;br /&gt;
Business Scrubs are a unique variant who live all throughout Hyrule, often mixing themselves into various foreign cities, although they all originate from the [[Lost Woods]]. Aside from this, they have three unique traits which separate them from the average Lost Woods Scrub: they are part of the Business Scrub Association, they have an exceptionally keen business sense, and they are all trained in the ways of flight.  Utilizing a skill taught unto them centuries ago by the same one who first spoke of the Deku Tree, Business Scrubs are capable of using Deku Leaves in a manner that allows them to achieve helicopter-like flight. This, among other things, makes it easier for them to travel back in time for the annual Business Scrub Association meeting, where information about the world--particularly in regards to information about profits--is shared among them.&lt;br /&gt;
&lt;br /&gt;
A Business Scrub begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Business]], [[Deku Leaf]], and [[Korok Copter]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1803</id>
		<title>Race:Deku Scrub</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Deku_Scrub&amp;diff=1803"/>
		<updated>2013-11-13T11:09:19Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Protector of Kokiri Forest */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Deku Scrubs debuted in &amp;#039;&amp;#039;Ocarina of Time&amp;#039;&amp;#039;, and returned with a larger role in &amp;#039;&amp;#039;Majora&amp;#039;s Mask.&amp;#039;&amp;#039;  Since then, they&amp;#039;ve had only minor roles throughout the series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Deku Scrubs, also known as simply Scrubs or Deku, are one of two sentient plant races which inhabit [[Hyrule]], the other being [[Korok]]s.  Made entirely of wood, Deku anatomy is a mystery. Although their bodies are quite hard, and quite flammable, they move with the same fluidity of other races, and in most cases more quickly, their small bodies able to move with surprising speed.  Because of their speed and small stature, the Deku prefer guerrilla tactics over straightforward combat.  This is well suited to the forests in which they live, as the Deku are able to strike quickly, then disappear into the nooks and crannies of which only they know. Still, even outside of their natural habitat, Deku Scrubs pose just as much difficulty for their opponents.  Using resourcefulness where they lack in strength, one should not underestimate a Deku just for their size.  Most other races who don&amp;#039;t live near Deku Scrubs tend to be wary of them, as their kind is infamous for attacking those who enter their forests without provocation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub begins with a [[PWC]] of 1/2/1 or 1/1/2, having a 2 in either Wisdom or Courage.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Deku Scrub has an innate [[racial perk]] called [[Plant Composition]], and another known as [[Water Hop]].  In addition to these, a Deku Scrub character can have up to three racial perks of choice. In addition to the general perks available to every race, a Deku Scrub can also choose from: &lt;br /&gt;
* [[Bubble Shot]]: a useful technique enabling the Scrub to fire projectiles from his mouth&lt;br /&gt;
* [[Deku Leaf]]: a useful item which can be used as a parachute to glide, or be swung to create a magically powerful gust&lt;br /&gt;
* [[Deku Nut Production|Deku Nut Supply]]: a supply of small nuts which can be thrown onto the ground to create blinding flashes, useful for creating a diversion&lt;br /&gt;
* [[Deku Pirouette]]: an offensive technique which creates a small offensive shockwave&lt;br /&gt;
* [[Korok Copter]]: a useful technique requiring a Deku Leaf, which enables the Deku Scrub to fly&lt;br /&gt;
* [[Nightvision]]: a useful ability which enables a Deku Scrub to use its glowing eyes to see clearly in darkness&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Deku Scrub, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins. If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character. &lt;br /&gt;
&lt;br /&gt;
===Protector of Kokiri Forest===&lt;br /&gt;
Centuries back a group of Deku Scrubs made a daring journey to the unknown south, hearing rumors of a great plant named the Deku Tree; this rumor they heard from a peculiar visitor, who was visiting the lost woods planting seeds of this tree. Presently, descendents of these brave Deku reside among the [[Kokiri]] of [[Kokiri Forest]], acting as protectors of their ancient home. As one of these Deku, you have long done your duty in assisting the Great Deku Tree in keeping his Kokiri children safe.&lt;br /&gt;
&lt;br /&gt;
A Protector of Kokiri Forest begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Deku Pirouette]].&lt;br /&gt;
&lt;br /&gt;
===Deku of the Lost Woods===&lt;br /&gt;
The [[Lost Woods]] have forever been the home to the Deku, and while select tribes of Deku may have departed for different reasons, they can all be traced back to here. Dominated by the massive Deku Palace, the home of the Deku is an ancient, yet wondrous one; many small dwellings surround the Palace, housing thousands of Deku Scrubs. As a member of the Deku Clan, you have lived here all of your life, protected by the woods surrounding you; what your role as a Deku Scrub is up to you.&lt;br /&gt;
&lt;br /&gt;
A Deku of the Lost Woods begins with a PWC of either 1/2/1 or 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Nut Production|Deku Nut Supply]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Mad Scrub of Morgue Swamp===&lt;br /&gt;
Separate from the Deku of the Lost Woods or Kokiri Forest are the Mad Scrubs of [[Moruge Swamp]]. This distinct tribe of Deku differ from their relatives in one major way: their leaves are orange rather than green, and their wooden skin is comparatively yellow.  Making their home in the swamp, these Deku have become accustom to their wet, dirty surroundings.  Burrowing mostly underground, and living in floating logs and other such things, these Deku are not quite as sophisticated as their counterparts of the woods, forced to rely on instincts to survive in this desolate wilderness.  Due to their lack of exposure to a civilized society, they are often stereotyped as insane, hence the name Mad Scrub.&lt;br /&gt;
&lt;br /&gt;
A Mad Scrub of Moruge Swamp begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Bubble Shot]], [[Deku Pirouette]], and [[Nightvision]].&lt;br /&gt;
&lt;br /&gt;
===Business Scrub===&lt;br /&gt;
Business Scrubs are a unique variant who live all throughout Hyrule, often mixing themselves into various foreign cities, although they all originate from the [[Lost Woods]]. Aside from this, they have three unique traits which separate them from the average Lost Woods Scrub: they are part of the Business Scrub Association, they have an exceptionally keen business sense, and they are all trained in the ways of flight.  Utilizing a skill taught unto them centuries ago by the same one who first spoke of the Deku Tree, Business Scrubs are capable of using Deku Leaves in a manner that allows them to achieve helicopter-like flight. This, among other things, makes it easier for them to travel back in time for the annual Business Scrub Association meeting, where information about the world--particularly in regards to information about profits--is shared among them.&lt;br /&gt;
&lt;br /&gt;
A Business Scrub begins with a PWC of 1/1/2.  Its racial perks include [[Plant Composition]], [[Water Hop]], [[Business]], [[Deku Leaf]], and [[Korok Copter]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Harden&amp;diff=1782</id>
		<title>Harden</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Harden&amp;diff=1782"/>
		<updated>2013-11-12T22:04:50Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|form=Spell&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|cost=2&lt;br /&gt;
|PWC=P&lt;br /&gt;
|field1=Earth&lt;br /&gt;
|field2=Enchant&lt;br /&gt;
|field3=Transform}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Harden&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;Metallic Upgrade&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Petrify&amp;#039;&amp;#039;&amp;#039;, is a defensive spell.  To cast it, the caster must merely touch an object, and momentarily focus.  The touched object must have less than half the mass of the caster&amp;#039;s body, and cannot be [[:Category:Magical Items|magical]] nor [[:Category:Organic Items|alive]].  For so long as the caster focuses on the object, that object gains certain properties of steel.  That is, the object has an unusual metallic sheen, becomes hard as steel, and has its weight adjusted to match steel.  This can cause what appears to be a twig become a lethal weapon, or make a simple leaf of parchment as durable as a sheet of metal.  &lt;br /&gt;
&lt;br /&gt;
As soon as the caster stops focusing on the object, the object looses its metallic sheen and returns to normal.  It&amp;#039;s unusually easy to maintain focus on this spell, so focus is usually lost only by attempting to affect a different object with this spell, or by falling unconscious.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The more costly spell [[Transmogrification]] can be used to fully alter an object between different forms, rather than simply harden it.&lt;br /&gt;
* {{Original|creator=Tsubori}}  A similar ability existed on Hylian Shield, the predecessor to Hyrule Castle.&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Gnat_Hat&amp;diff=1774</id>
		<title>Gnat Hat</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Gnat_Hat&amp;diff=1774"/>
		<updated>2013-11-12T10:26:11Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Variant */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|PWC=P&lt;br /&gt;
|field1=Headgear&lt;br /&gt;
|field2=Picori&lt;br /&gt;
|field3=Transform&lt;br /&gt;
|cost=2}}&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;Gnat Hat&amp;#039;&amp;#039;&amp;#039;, also known as a &amp;#039;&amp;#039;&amp;#039;Minish Cap&amp;#039;&amp;#039;&amp;#039;, is a peculiar piece of magical headgear.  {{Perk|Picori|nos=nos|inline=no}}&lt;br /&gt;
&lt;br /&gt;
It generally appears as a red stocking cap, with a small bronze medallion embedded on the front of it.  When worn, it  shrinks the wearer, itself, and anything else the wearer is wearing, down to the size of a Picori (or, roughly the size of an insect).  Removing the hat likewise removes the effect, and returns the user to their original size in a matter of seconds.  The shrinking or growing process only takes a few seconds.&lt;br /&gt;
&lt;br /&gt;
An actual Picori is not affected by the hat.  When the large version of the hat is attempted to be worn by a tiny Picori, the hat shrinks, but the Picori remains the same size.  In this way, the Picori can easily carry around the hat, and lend it to a large creature who wishes to join them in being tiny.&lt;br /&gt;
&lt;br /&gt;
==Variant==&lt;br /&gt;
The magical effect of the Gnat Hat can also be obtained in the form of drinkable Compaction Juice.  When even one drop of Compaction Juice is drunk, the drinker will abruptly be shrunk down to Picori size, just as if the drinker was wearing the Gnat Hat.  However, the wearer will remain in this state for one hour per drop ingested, from a minimum of 1 hour to a maximum of 24 hours.&lt;br /&gt;
&lt;br /&gt;
Obtaining the &amp;#039;&amp;#039;&amp;#039;Compaction Juice Supply&amp;#039;&amp;#039;&amp;#039; treasure gives the owner an effectively infinite amount of juice to drink or share with others. Though the juice isn&amp;#039;t actually infinite, the owner has enough that he will never run out so long as he uses it sparingly.  Unlike the hat, the user cannot decide at will when to grow back to his original size, but gains the benefit of being able to share the juice with others, or even impose the shrinking effect on an unwitting drinker.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Compaction Juice Supply&amp;#039;&amp;#039;&amp;#039; lacks the {{Field|Headgear}} field of the Gnat Hat, but gains the {{Field|Stock}} field instead.  It can be obtained in place of a Gnat Hat.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* A [[Crafting#Tailoring|tailor]] can craft a Gnat Hat with [[Compaction Thread]], while a [[Crafting#Botany|botanist]] can craft a Compaction Juice Supply with [[Compaction Seed]]s.&lt;br /&gt;
* The [[Giant&amp;#039;s Mask]] can be seen as a counterpart to this hat, as it can be used to instead cause the wearer to increase in size.&lt;br /&gt;
* {{Canon|Four Swords}}&lt;br /&gt;
* The variant is an original creation of one of Hyrule Castle&amp;#039;s members.  Its concept is credited to {{Creator|Guy}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{RacePerks|picori=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=1773</id>
		<title>Race:Picori</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Picori&amp;diff=1773"/>
		<updated>2013-11-12T10:24:38Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Character Creation Brief */  Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|uncommon}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Picori have appeared solely in &amp;#039;&amp;#039;The Minish Cap.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
These tiny creatures are believed across Hyrule to be mere fairy tales, but that couldn&amp;#039;t be further than the truth.  In fact, Picori in Hyrule may be just as numerous as Hylians, if not more so.  The answer to this bizarreness has three components.  First and foremost, the tallest Picori to have ever lived... was not even two-and-a-half inches tall.  Indeed, most Minish have less height than a Hylian&amp;#039;s finger has length.  Secondly, due to a strange [[Minish Veil|magical barrier]] innate to the race, they cannot even be detected beyond a short distance--which is typically less than the distance between a Hylian&amp;#039;s eyes, and the ground where Minish normally walk.  Finally, Picori are extremely secretive about their race, and usually avoid detection by other races for their own protection.  Despite these traits, Picori often living amongst Hylians and other races, hiding in their homes for protection from the elements. Cities, forests, mountains, and more are all inhabited by these tiny creatures.&lt;br /&gt;
&lt;br /&gt;
Up-close, a Picori has smooth flesh like a [[Hylian]], and ears even pointier than theirs.  Its arms are somewhat long, with both its hands and feet having four-fingered digits capable of grasping and manipulating objects as well as a Hylian&amp;#039;s hands.  Its nose protrudes forward slightly, like a mouse&amp;#039;s.  Strangely, a Picori has a tail resembling a feather, which will regrow in the event it is severed.  Like Hylians, they always wear clothing, and usually have hair on their scalp.&lt;br /&gt;
&lt;br /&gt;
A Picori begins with a [[PWC]] of 1/2/2, having a 2 in both Wisdom and Courage.  By choosing the Picori-exclusive racial perk called [[Huge Potential]], the Picori can gain a +1 to Power.  Excluding the optional Power increase, this starting PWC can be defied by using the [[Exception]] general racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Picori has an innate racial perk called [[Foreign Language]], which grants it mastery over the Picori language as well as the more common Hyrulean tongue.  In addition to this, a Picori character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Picori can also choose from:&lt;br /&gt;
* [[Gnat Hat]]: while to a Picori this has no function, it can be donned by another being to cause the wearer to shrink down to the Picori&amp;#039;s size&lt;br /&gt;
* [[Huge Potential]]: a powerful trait which grants the Picori a +1 to Power, and halves the cost of [[Major Gain]], but prevents it from ever changing size&lt;br /&gt;
* [[Jabber Nut]]: a useful nut which enables its eater to speak seemingly any known language&lt;br /&gt;
* [[Language of Fauna]]: a useful spell enabling the Picori to communicate with animals&lt;br /&gt;
* [[Lost and Found]]: a technique which enables the Picori to find mundane objects in extremely unusual places&lt;br /&gt;
* [[Minish Veil]]: a trait held by most Picori, it&amp;#039;s what prevents taller races from being able to even notice these tiny beings&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a Picori character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Civilized Picori===&lt;br /&gt;
Your family and relatives have always lived in the shadows of other races.  Likely, you slip through the crevices of a [[Hylian]]&amp;#039;s home in [[Castle Town]], huddle deep in the holes of [[Eastern Caves]], or even live in the attics of [[Monster Village]].  Thanks largely to your unwitting neighbors, you can live a peaceful and quiet life outside the reach of feral animals and vicious monsters who would be able to detect you.&lt;br /&gt;
&lt;br /&gt;
A Civilized Picori begins with a PWC of 1/2/2.  Its racial perks include [[Foreign Language]], [[Gnat Hat]], [[Language of Fauna]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
===Mountain Minish===&lt;br /&gt;
Unlike most of your kind, you don&amp;#039;t rely on others for protection.  You&amp;#039;re a hardened worker of the wilderness, likely building your homes near natural protective features such as under rocks, under caves, or behind tiny waterfalls.  In the rare instance a beast tries to salvage your people for food, you and the rest of the guards are particularly well-trained at taking down colossal beasts many times your size specifically for this purpose.  In the rare instance the fight is already lost before it begins, your people already have an escape plan.  Indeed, survival is often on the mind of you and your friends here.  While you have less time for idle pleasures than most, it&amp;#039;s a particularly satisfying life.&lt;br /&gt;
&lt;br /&gt;
A Mountain Minish begins with a PWC of 1/2/2, which is increased to 2/2/2 thanks to [[Huge Potential]].  Its racial perks include [[Foreign Language]], [[Huge Potential]], [[Lost and Found]], and [[Minish Veil]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=1711</id>
		<title>Race:Gerudo</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=1711"/>
		<updated>2013-11-11T10:48:49Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Culture &amp;amp; History */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Gerudo debut in &amp;#039;&amp;#039;Ocarina of Time,&amp;#039;&amp;#039; which features the race&amp;#039;s largest role in the series.  They return in &amp;#039;&amp;#039;Majora&amp;#039;s Mask&amp;#039;&amp;#039;, and have smaller roles throughout the rest of the canon &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Amazons of the desert, these women are built similarly to the Southern [[Hylian]]s; they are tall in stature, and physically well built.  After spending generations within the [[Tantari Desert]], the Gerudo are very tan. Strangest of all, however, is that the Gerudo are a completely female race.  Until quite recently, it was necessary for them to kidnap Hylian men to continue the longevity of their clan.  With the more recent invasion of [[Ganon]] into [[Southern Hyrule]], some Hylians ended up taking refugee with the Gerudo who inhabit the [[Eastern Caves]], making it considerably easier for new Gerudo to be born.  Because of their societal structure, the Gerudo are usually more physically oriented, although some practitioners of magic can be found amongst their race.&lt;br /&gt;
&lt;br /&gt;
Spending the majority of their time training and fighting, the Gerudo are innately practiced at all forms of war.  Whether it be tactics or hand-to-hand combat, the Gerudo make fearsome opponents.  This is compounded by their height and natural muscle. Much like Southern Hylians have become, Gerudo have very little appreciation for anything unrelated to battle and survival.&lt;br /&gt;
&lt;br /&gt;
A Gerudo begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
Upon character creation, a Gerudo player-character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Gerudo can also choose from:&lt;br /&gt;
* [[Desert Strike]]: an offensive technique useful for subduing an opponent without killing it&lt;br /&gt;
* [[Gerudo Dragon]]: a powerful uppercut technique which summons flames around the Gerudo&amp;#039;s weapons&lt;br /&gt;
* [[Hero&amp;#039;s Legacy]]: a trait which makes it easier for the Gerudo to acquire {{Field|WeaponBase}} treasures &lt;br /&gt;
* [[Wall Kick]]: a useful technique which enables a Gerudo to repeatedly leap off walls with ease&lt;br /&gt;
* [[Warrior&amp;#039;s Training]]: a useful trait which enables the Gerudo to begin with more [[:Category:Power-based|Power-based]] treasures&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Gerudo, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Denizen of the Eastern Caves===&lt;br /&gt;
You&amp;#039;ve lived a traditional Gerudo in the [[Eastern Caves]], once known as Gerudo Fortress.  For as long as you can remember, you&amp;#039;ve trained in martial combat and tactics, mastering a variety of weaponry as well as any other of your kind.  Though your race rules the caves, you&amp;#039;ve likely had to make do with the Hylian refugees who fled from Ganon&amp;#039;s invasion.  While some are capable warriors, they&amp;#039;ve mostly worked as cooks, food-gatherers, and other service-oriented professions a proud Gerudo like yourself probably would rather avoid doing anyway.  While in all likelihood you&amp;#039;ve protected your home from countless attacks from Ganon over the years, you may, like others have before you, leave your homeland to explore the world, or to attempt to take the fight to Ganon himself...&lt;br /&gt;
&lt;br /&gt;
A Denizen of the Eastern Caves begins with a PWC of 2/1/1.  Its racial perks include [[Desert Strike]], [[Hero&amp;#039;s Legacy]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Perhaps you grew up in the Gerudo Fortress, or know of it now only by rumor.  Now, however, you make your home in [[Forsaken Fortress]], surrounded by pirates and scoundrels no more ruthless than you.  While Hyruleans play war, you have an easy time with your crew picking off the merchant ships which dare venture through your sea.  You likely have at least a few other companions to help you take down ships, and may associate with [[Stalfos]] or [[Moblin]]s as often as you do with Gerudo.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 2/1/1.  Its racial perks include [[Gerudo Dragon]], [[Wall Kick]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like [[Sheikah]], Gerudo can be interpreted as a variant of [[Hylian]]s, as the races are remarkably similar and can even interbreed.&lt;br /&gt;
&lt;br /&gt;
Being an all-female race which produces sexually, Gerudo is an extremely odd race which is destined to never prosper greatly.  The traditional means a Gerudo reproduces is by mating with a male [[Hylian]], who is usually either willing, or &amp;#039;&amp;#039;convinced&amp;#039;&amp;#039; to be willing.  After the mating, a Gerudo child is born from her mother in a way nearly identical to Hylians, but, the resulting child is always a full Gerudo, and never bears significant resemblance to its father.  Contrary to popular belief, it is possible for a Gerudo to mate with races other than Hylian, but, Hylian is usually most preferred and most easily &amp;quot;acquired.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Gerudo child will mature into a woman at a rate comparable to a Hylian child, and ages at a similar rate, with the oldest Gerudo usually living to be no more than 100 years old.&lt;br /&gt;
&lt;br /&gt;
A Gerudo&amp;#039;s body structure is mostly similar to a Hylian woman&amp;#039;s, with several notable differences.  First, she is remarkably taller, averaging between 6 feet (180cm) and 7.5 feet (230cm).  Second, her muscular structure is considerably more defined and capable, as the &amp;quot;typical&amp;quot; Gerudo is as strong as a well-toned Hylian male.  Third, whereas most Hylians are pale, Gerudo are universally a darker tan.  Finally, Gerudo always have bright red hair, and slightly sharper noses.  Notably, certain Hylians admit that Gerudo are drastically more attractive than members of their own race, while others find the idea of such powerful women unpleasant.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by scholars that Gerudo were once part of the Hylian race, but split off at some point in the past, for reasons entirely unknown.  Some theorize that a sorcerer created Gerudo from Hylians to be the ideal soldiers, and others still claim Gerudo originated as a clan of strong Hylian women who sought to create a matriarchal society, among other theories.  None in Gerudo society have kept historical records of their origins, nor how their society ended up inhabiting [[Tantari Desert]].&lt;br /&gt;
&lt;br /&gt;
For decades, Hylians and other races feared the legendary Gerudo warrior-bandits of the Eastern Caves.  Then as now, the driving force of Gerudo society was martial perfection, to ever-heighten the race&amp;#039;s capability for combat.  If it wasn&amp;#039;t useful in providing a strong offense or a stalwart defense, it was unecessary.  No force could approach their well-guarded hideout with any hope of success.  With the invasion of [[Ganon]], it was with much reluctance that Gerudo leaders accepted Hylian refugees into their caves.  Since then, the two races have intermingled, but it is the Hylians who have become more like Gerudo, and not the other way around.  Together, the caves have been stalwartly protected from everything Ganon&amp;#039;s army has tried to throw at them.  The Gerudo have been so successful at defending themselves that more recently, some of the Gerudo and Hylian coalition successfully reclaimed [[Ruto]] from Ganon&amp;#039;s forces, and continue to defend the town.  Despite their success, Gerudo and Hylian society remains largely segregated in the caves, with Hylians doing most of the more peaceful jobs Gerudo would prefer to avoid.&lt;br /&gt;
&lt;br /&gt;
Gerudo society is one of the few organizations in all the known Hyrule that isn&amp;#039;t lead by royalty.  The leaders are all appointed to their positions by other Gerudo, via a means similar to democracy.  Gerudo society is forever destined to be small, but has always been efficient.  It seems they will forever remain a fearsome force which will destroy all who seek to oppose them, not even able to be conquered by the army which drove the [[Goron]]s themselves from [[Death Mountain]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=1710</id>
		<title>Race:Gerudo</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Gerudo&amp;diff=1710"/>
		<updated>2013-11-11T10:47:08Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Gerudo debut in &amp;#039;&amp;#039;Ocarina of Time,&amp;#039;&amp;#039; which features the race&amp;#039;s largest role in the series.  They return in &amp;#039;&amp;#039;Majora&amp;#039;s Mask&amp;#039;&amp;#039;, and have smaller roles throughout the rest of the canon &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Amazons of the desert, these women are built similarly to the Southern [[Hylian]]s; they are tall in stature, and physically well built.  After spending generations within the [[Tantari Desert]], the Gerudo are very tan. Strangest of all, however, is that the Gerudo are a completely female race.  Until quite recently, it was necessary for them to kidnap Hylian men to continue the longevity of their clan.  With the more recent invasion of [[Ganon]] into [[Southern Hyrule]], some Hylians ended up taking refugee with the Gerudo who inhabit the [[Eastern Caves]], making it considerably easier for new Gerudo to be born.  Because of their societal structure, the Gerudo are usually more physically oriented, although some practitioners of magic can be found amongst their race.&lt;br /&gt;
&lt;br /&gt;
Spending the majority of their time training and fighting, the Gerudo are innately practiced at all forms of war.  Whether it be tactics or hand-to-hand combat, the Gerudo make fearsome opponents.  This is compounded by their height and natural muscle. Much like Southern Hylians have become, Gerudo have very little appreciation for anything unrelated to battle and survival.&lt;br /&gt;
&lt;br /&gt;
A Gerudo begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
Upon character creation, a Gerudo player-character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Gerudo can also choose from:&lt;br /&gt;
* [[Desert Strike]]: an offensive technique useful for subduing an opponent without killing it&lt;br /&gt;
* [[Gerudo Dragon]]: a powerful uppercut technique which summons flames around the Gerudo&amp;#039;s weapons&lt;br /&gt;
* [[Hero&amp;#039;s Legacy]]: a trait which makes it easier for the Gerudo to acquire {{Field|WeaponBase}} treasures &lt;br /&gt;
* [[Wall Kick]]: a useful technique which enables a Gerudo to repeatedly leap off walls with ease&lt;br /&gt;
* [[Warrior&amp;#039;s Training]]: a useful trait which enables the Gerudo to begin with more [[:Category:Power-based|Power-based]] treasures&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Gerudo, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Denizen of the Eastern Caves===&lt;br /&gt;
You&amp;#039;ve lived a traditional Gerudo in the [[Eastern Caves]], once known as Gerudo Fortress.  For as long as you can remember, you&amp;#039;ve trained in martial combat and tactics, mastering a variety of weaponry as well as any other of your kind.  Though your race rules the caves, you&amp;#039;ve likely had to make do with the Hylian refugees who fled from Ganon&amp;#039;s invasion.  While some are capable warriors, they&amp;#039;ve mostly worked as cooks, food-gatherers, and other service-oriented professions a proud Gerudo like yourself probably would rather avoid doing anyway.  While in all likelihood you&amp;#039;ve protected your home from countless attacks from Ganon over the years, you may, like others have before you, leave your homeland to explore the world, or to attempt to take the fight to Ganon himself...&lt;br /&gt;
&lt;br /&gt;
A Denizen of the Eastern Caves begins with a PWC of 2/1/1.  Its racial perks include [[Desert Strike]], [[Hero&amp;#039;s Legacy]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Perhaps you grew up in the Gerudo Fortress, or know of it now only by rumor.  Now, however, you make your home in [[Forsaken Fortress]], surrounded by pirates and scoundrels no more ruthless than you.  While Hyruleans play war, you have an easy time with your crew picking off the merchant ships which dare venture through your sea.  You likely have at least a few other companions to help you take down ships, and may associate with [[Stalfos]] or [[Moblin]]s as often as you do with Gerudo.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 2/1/1.  Its racial perks include [[Gerudo Dragon]], [[Wall Kick]], and [[Warrior&amp;#039;s Training]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like [[Sheikah]], Gerudo can be interpreted as a variant of [[Hylian]]s, as the races are remarkably similar and can even interbreed.&lt;br /&gt;
&lt;br /&gt;
Being an all-female race which produces sexually, Gerudo is an extremely odd race which is destined to never prosper greatly.  The traditional means a Gerudo reproduces is by mating with a male [[Hylian]], who is usually either willing, or &amp;#039;&amp;#039;convinced&amp;#039;&amp;#039; to be willing.  After the mating, a Gerudo child is born from her mother in a way nearly identical to Hylians, but, the resulting child is always a full Gerudo, and never bears significant resemblance to its father.  Contrary to popular belief, it is possible for a Gerudo to mate with races other than Hylian, but, Hylian is usually most preferred and most easily &amp;quot;acquired.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Gerudo child will mature into a woman at a rate comparable to a Hylian child, and ages at a similar rate, with the oldest Gerudo usually living to be no more than 100 years old.&lt;br /&gt;
&lt;br /&gt;
A Gerudo&amp;#039;s body structure is mostly similar to a Hylian woman&amp;#039;s, with several notable differences.  First, she is remarkably taller, averaging between 6 feet (180cm) and 7.5 feet (230cm).  Second, her muscular structure is considerably more defined and capable, as the &amp;quot;typical&amp;quot; Gerudo is as strong as a well-toned Hylian male.  Third, whereas most Hylians are pale, Gerudo are universally a darker tan.  Finally, Gerudo always have bright red hair, and slightly sharper noses.  Notably, certain Hylians admit that Gerudo are drastically more attractive than members of their own race, while others find the idea of such powerful women unpleasant.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by scholars that Gerudo were once part of the Hylian race, but split off at some point in the past, for reasons entirely unknown.  Some theorize that a sorcerer created Gerudo from Hylians to be the ideal soldiers, and others still claim Gerudo originated as a clan of strong Hylian women who sought to create a matriarchal society, among other theories.  None in Gerudo society have kept historical records of their origins, nor how their society ended up inhabiting [[Tantari Desert]].&lt;br /&gt;
&lt;br /&gt;
For decades, Hylians and other races feared the legendary Gerudo warrior-bandits of the Eastern Caves.  Then as now, the driving force of Gerudo society was martial perfection, to ever-heighten the race&amp;#039;s capability for combat.  If it wasn&amp;#039;t useful in providing a strong offense or a stalwart defense, it was unecessary.  No force could approach their well-guarded hideout with any hope of success.  With the invasion of [[Ganon]], it was with much reluctance that Gerudo leaders accepted Hylian refugees into their caves.  Since then, the two races have intermingled, but it is the Hylians who have become more like Gerudo, and not the other way around.  Together, the caves have been stalwartly protected from everything Ganon&amp;#039;s army has tried to throw at them.  The Gerudo have been so successful at defending themselves that more recently, some of the Gerudo and Hylian coalition successfully reclaimed [[Ruto]] from Ganon&amp;#039;s forces, and continue to defend the town.  Despite their success, Gerudo and Hylian society remains largely segregated in the caves, with Hylians doing most of the more peaceful jobs Gerudo would prefer to avoid.&lt;br /&gt;
&lt;br /&gt;
Gerudo society is one of the few organizations in all the known Hyrule that isn&amp;#039;t lead by royalty.  The leaders are all appointed to their positions by other Gerudo, via a means similar to democracy.  Gerudo society is forever destined to be small, but has always been efficient.  It seem they will forever remain a fearsome force which will destroy all who seek to oppose them, not even able to be conquered by the army which drove the [[Goron]]s themselves from [[Death Mountain]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Zora&amp;diff=1709</id>
		<title>Race:Zora</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Zora&amp;diff=1709"/>
		<updated>2013-11-11T10:43:16Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */  Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, some form of Zora have appeared in nearly every game in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series.  The green variety of Zora originated in the first title, while the now better-known light-blue variant debuted in &amp;#039;&amp;#039;Ocarina of Time.&amp;#039;&amp;#039;  On [[Hyrule Castle]], these two different types of Zora are distinguished as green Zora (or &amp;quot;River Zora&amp;quot;) and blue Zora.  Here, most of their differences are based on appearance and attitude, and the two are considered to be part of the same race.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
As a whole, the Zora are best known as the most prominent amphibious race of humanoids in [[Hyrule]].  Blue Zora live primarily in [[Lake Hylia]] and the depths of the [[Eastern Sea]], while the green variety live almost exclusively in [[Moruge Swamp]].  While these two variants are of the race, it is a grave mistake to consider them one in the same.  Blue Zora look at their cousins as bloodthirsty, mad savages who know only violence.  Green Zora look at their relatives as arrogant fools who don&amp;#039;t understand the importance of survival of the fittest.&lt;br /&gt;
&lt;br /&gt;
Both varieties stand at a similar height and proportions to Hylians.  Blue Zora have a slender appearance; they are covered with scales of either white or blue, have deep black eyes devoid of any white surrounding the pupils, and have elegant shimmering fins draping their bodies.  Green Zora are comparatively stockier of body; they&amp;#039;re lined with brown-green scales, claws and fangs, and bright orange spines, lips, and fins.&lt;br /&gt;
&lt;br /&gt;
Though each variety considers the other inferior, they have comparable levels of intelligence, strength, and charisma, all of which are nearly identical to Hylians.  Despite the fact most Zora live mostly underwater, they speak the Hyrulean language as well as most sentient races of the land.  Needless to say, they&amp;#039;re much more accustomed to living, fighting, and manuevering underwater compared to races which cannot naturally become [[amphibious]].&lt;br /&gt;
&lt;br /&gt;
A Zora begins with a [[PWC]] of either 1/2/1 or 2/1/1, having a 2 in either Wisdom or Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Zora character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Zora can also choose from:&lt;br /&gt;
* [[Amphibious]]: a trait enabling the Zora to breathe both above and below water; it is extremely unusual for a Zora to not have this trait, akin to a [[Hylian]] not knowing how to speak a language&lt;br /&gt;
* [[Aquatic Birth]]: a trait which makes it easier for the Zora to gain {{Field|Water}}-based [[:Category:Treasures|treasures]]&lt;br /&gt;
* [[Boomerang Fins]]: a technique enabling the Zora to grow, wield, and throw razor-sharp fins as natural weaponry&lt;br /&gt;
* [[Electric Aura]]: an offensive spell which momentarily surrounds the Zora in an electrifying barrier; it is more commonly used by blue Zora&lt;br /&gt;
* [[Fire]]: an offensive spell which throws a fiery projectile; it is more commonly used by green Zora&lt;br /&gt;
* [[Magic Proficiency]]: a trait which enables the Zora to start with more [[:Category:Wisdom-based|Wisdom-based]] treasures &lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Zora, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following three origins. If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character. &lt;br /&gt;
&lt;br /&gt;
===Citizen of Zora&amp;#039;s Domain===&lt;br /&gt;
All your life, you have lived in [[Zora&amp;#039;s Domain]], a peaceful and majestic stronghold on the bottom of [[Lake Hylia]].  It&amp;#039;s been a comfortable underwater life, where you&amp;#039;ve likely remained safe and perhaps even completely untouched by the invasion of [[Ganon]].  Like most of your blue Zora kin, your pursuits have probably been peaceful up until now, whether you were part of the Zora Guard, a member of one of the popular Zora musical bands, took your time studying magic, or something else entirely.&lt;br /&gt;
&lt;br /&gt;
A Citizen of Zora&amp;#039;s Domain begins with a PWC of 1/2/1.  Its racial perks include [[Amphibious]], [[Electric Aura]], and [[Magic Proficiency]].&lt;br /&gt;
&lt;br /&gt;
===Eastern Sea Zora===&lt;br /&gt;
Brothers to the Zora of Lake Hylia, you and your people have lived instead in the depths of the [[Eastern Sea]] for centuries.  The harsh environment under such depths has caused your people to become both hardy and stronger than your cousins.  Not only are you constantly coping with immense water pressure, but deep-sea Octorobs and other oceanic monsters have needed to be warded off regularly by you or your fellow Zora.  While your life isn&amp;#039;t as peaceful as those of the Domain, it has been no less rewarding.&lt;br /&gt;
&lt;br /&gt;
An Eastern Sea Zora begins with a PWC of 1/1/2.  Its racial perks include [[Amphibious]], [[Boomerang Fins]], and [[Electric Aura]].&lt;br /&gt;
&lt;br /&gt;
===Fighter of Moruge Swamp===&lt;br /&gt;
To the south of Lake Hylia and to the North of the Eastern Sea lies the [[Moruge Swamp]].  This swamp is home to the less common green Zora, a violent fish-like race that has forever sought and failed to expand their borders.  For reasons no one fully understands, this race and the blue Zora despise each other, and have been feuding and warring for centuries without a clear victor.  As a green Zora, you have sharp claws, fangs, and spines with which to do battle, as well as strong and durable bodies comparable to the sea&amp;#039;s Zora, and murky scales which blend well into the murky waters of Moruge.  Your goal in life is almost assuredly to defend your homeland from both [[Ganon]], blue Zora, and other threats of this vicious swamp, such as the [[Race:Lizalfos|Lizalfos]] race and [[Race:Deku Scrub|Mad Scrubs]].  All the while, you seek to expand the borders of your people into the lands of those blatantly inferior blue Zora...&lt;br /&gt;
&lt;br /&gt;
A Fighter of Moruge Swamp begins with a PWC of 2/1/1.  Its racial perks include [[Amphibious]], [[Aquatic Birth]], and [[Fire]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
While Zora are a two-gender race, the differences are subtle to outsiders who can&amp;#039;t tell the difference in scent between genders.  A male blue Zora is more likely to have a tailfin from the back of his head than a female blue Zora, but even this is not a certainty.  Generally, a female Zora of either variety has a more slender body than a male.  &lt;br /&gt;
&lt;br /&gt;
When Zora give birth, several soft eggs are produced at once.  In the rare instance a blue and green Zora mate, the offspring typically take after the mother; hybrids which share feature aspects of both varieties are not known to happen.  An infant Zora takes on the shape of a pale tadpole-like creature which can&amp;#039;t leave water, until it develops a more humanoid shape during childhood.  While most Zora retain the ability to [[Amphibious|breathe water]], some lose it, but even these sorts can relearn it later in life with consistent effort.  A Zora ages at a rate nearly identical to a [[Hylian]].&lt;br /&gt;
&lt;br /&gt;
An average adult Zora has size, height, and weight proportions almost identical to an average Hylian.  Blue varieties tend towards more slender forms, while green Zora tend towards bulkier ones.  Because a typical Zora lives almost its entire life underwater, however, it often takes a Zora a great deal of effort and training to move above water as skillfully as a Hylian does, but most Zora adventurers accomplish it on their own.&lt;br /&gt;
&lt;br /&gt;
A blue Zora&amp;#039;s body is completely covered in slick scales of snow white, and nearly any shade of blue.  As such, their bodies overall tend towards light blue.  Darker spots or other patterns may form on the body, particularly the backside.  Slender fins fall from the forearms, and smaller ones form the legs.  Males always possess, and females occasionally possess, a finned tail-like apendage on the back of the head which aids in swimming.  Skilled Zora are able to [[Boomerang Fin|harden these fins]] into blades, for use in combat.  A blue Zora&amp;#039;s face is pointed, as if to move better through water, with glistening eyes usually a solid black.&lt;br /&gt;
&lt;br /&gt;
A green Zora&amp;#039;s body is completely covered in hard scales which are almost uniformly a musty green color.  They have spinned, orange-red fins across their backsides, arms, and usually their head.  The exact placement of fins on the head vary from one Zora to another.  Their lips and usually their eyes match the color of these fins.  A green Zora&amp;#039;s face is able to look similar to a Hylian&amp;#039;s, but can also seem closer to some form of monstrous fish, in either case with prominent lips.  Females tend towards the more Hylian-like faces.&lt;br /&gt;
&lt;br /&gt;
Most Zora have an inborn organ to create either an [[Electric Aura]] or [[Fire|spit a ball of flame]], or occasionally possess both.  Blue Zora tend towards the aura, while green Zora tend towards fire.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of the Zora race are mysterious, but it is likely their oldest ancestors hail from somewhere deep in the unexplored ocean of the [[Eastern Sea]].  While blue Zora worship one or more giant, great, and wise fish, even these Zora admit that these deities or pseudo-deities had no part in creating their race.&lt;br /&gt;
&lt;br /&gt;
The polarity between the attitudes of blue and green Zora is staggering, which might contribute partially to their rivalry, or--as most green Zora see it--the wiled animosity and hatred between them.  Although the Zora are better at recording their own history than most, even they can&amp;#039;t trace the origins of the separation of their race, nor even where this race-wide conflict originated.&lt;br /&gt;
&lt;br /&gt;
Green Zora, the less common of the two, make their home almost exclusively in [[Moruge Swamp]], with both sentries and outcasts who instead fill the rivers and various lakes of Hyrule.  This harsh land is shared between themselves, [[Lizalfos]], and other countless monsters in this wasteland, all of whom are constantly seeking to destroy each other and expand the influence of their kind.  This largely prevents peaceful pursuits or study of magic, as even the most feeble of green Zora focus on survival above everything.  It is perhaps for this reason that green Zora themselves lack the resources to properly invade their more peaceful blue relatives&amp;#039; seas, which border to the north in [[Lake Hylia]], and to the south in [[Hyrule Bay]].  The most peaceful of green Zora often forsake all of their kind, to infamously live alone in small ponds or similar bodies of water, attacking all who approach.&lt;br /&gt;
&lt;br /&gt;
The Blue Zora of Hyrule primarily make their home beneath the surface of Lake Hylia, in an underwater town known as [[Zora&amp;#039;s Domain]].  Many more are known to exist in the depths of Hyrule Bay in smaller settlements, and an untold number in the depths of the [[Eastern Sea]].  While these varieties do work to protect their homes, the underwater locations keep them safe from all but their green relatives and the rare sea monsters.  As such, most blue Zora can afford a very peaceful lifestyle.  Many are well-known for practicing esotetic magic, and have found favor with many instruments, both of their own making and other races&amp;#039;.  &lt;br /&gt;
&lt;br /&gt;
Despite their geographical separation, blue Zora known to be on extremely well terms with the [[Hylian]]s, perhaps moreso than any other race.  Green Zora will usually attack other races on sight, but thanks perhaps to their scarcity outside of the east, can be welcomed into nearly any settlement.  Green Zora are one of few non-&amp;quot;monster&amp;quot; races which routinely inhabit [[Monster Village]].&lt;br /&gt;
&lt;br /&gt;
Largely because of these exotic homelands located mostly in [[Northern Hyrule]], most Zora have been almost completely untouched by the invasion of [[Ganon]].  Notably, a small amount of green Zora were incorporated into his forces, praised similarly to [[Lizalfos]] for their ferocious and tenacious nature.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1676</id>
		<title>Race:Moblin</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1676"/>
		<updated>2013-11-08T01:50:12Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */  Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard|monster}}&lt;br /&gt;
&lt;br /&gt;
Canonically, Moblins appear in the majority of games in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series, though their appearance varies somewhat from one game to the next.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Moblins are currently among the most populous &amp;quot;monstrous&amp;quot; [[:Category:Races|race]] in mainland Hyrule.  Currently, many of them were hired as mercenaries and know work in the armies of [[Ganon]] (although such Moblins cannot be made as player-characters).  Others roam the wilds, lurk in the [[Lost Woods]], rummage through the ruins of [[Southern Hyrule]], work as ravaging pirates centered in the [[Forsaken Fortress]], or more peacefully inhabit [[Monster Village]].&lt;br /&gt;
&lt;br /&gt;
Moblins are usually wild beast-men who stereo-typically cannot control their urges, giving into rage, hunger, greed, or other vices without hesitation.  Largely because of these, [[Hylian]]s and their Kingdom of Hyrule largely abhor them as monsters.  Despite such views, Moblins are decently intelligent, considerably strong compared to most Hyruleans, and are often able to speak the Hyrulean language.  While most lack proper training for battle, they have strong instincts and an almost natural talent to use simple weapons like spears and clubs, which often makes up for their impatience in learning proper technique.&lt;br /&gt;
&lt;br /&gt;
Moblins usually wear some form of clothing, most commonly trousers and occasionally jerkins.  A typical Hylian would tell you they never wear enough clothing, however, and none of it is ever clean.  Even while fighting, it&amp;#039;s rare to see them in armor.&lt;br /&gt;
&lt;br /&gt;
As a whole, Moblins vary widely in appearance, perhaps moreso than any other race.  They all are covered in fur, have a face which somehow seems a cross between a Hylian&amp;#039;s and a swine&amp;#039;s, and all have a humanoid shape.  There are four typical varieties of Moblin, and a typical member of the race fits best into one of these categories:&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Common Moblin&amp;#039;&amp;#039;&amp;#039; is slightly taller and much wider than Hylian, these are often portrayed as both the strongest and stupidest variety.  Usually, they have brown fur and the most pig-like face of them all, and are considered to be the most savage.  A Common Moblin begins with a PWC of 2/1/1.  This starting [[PWC]] can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Goriya&amp;#039;&amp;#039;&amp;#039; is of comparable size to a Hylian, albeit a bit wider.  These Moblins usually have a face which more resembles a fox than a pig, and their fur is usually orange or red, but occasionally blue or other colots.  They traditionally favor [[Boomerang]]s as weapons.  Often, they are portrayed as being the quietest and most well-mannered of their race, but also among the rarest.  A Goriya begins with a PWC of either 2/1/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
*  &amp;#039;&amp;#039;&amp;#039;Bokoblin&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Bulblin&amp;#039;&amp;#039;&amp;#039;, is of slightly lesser height than Hylians, and of comparable strength.  Their fur is most often green, but can also be blue, red, or other colors.  Bokoblins are distinguished by functioning in groups, and using pack tactics.  They are often considered to be the most intelligent and cunning, but no less savage than Common Moblins.  A Bokoblin begins with a PWC of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Bokoblin begins at 1/1/1 with an additional +1 to any aspect of PWC.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Miniblin&amp;#039;&amp;#039;&amp;#039; is by far the smallest and physically weakest Moblins, standing at height comparable to a Hylian child.  Their heads are comparatively flat, are the only variety to have horns, and they typically have mouse-like teeth, making their faces appear much less pig-like.  Their fur is comparatively dark, and ranges from reds and browns to even blues and violets.  They can only take down foes with group tactics, and are well-known for their abilities to [[Wall-Scaling|walk on walls]] and their formidable ambushing abilities.  A Miniblin begins with a PWC of either 1/2/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Moblin character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Moblin can also choose from:&lt;br /&gt;
* [[Blitz]]: a technique enabling the Moblin to launch his body forward with a high-speed, high-impact tackle&lt;br /&gt;
* [[Boomerang]]: an unusual weapon most favored by Moblins of the Goriya variety&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Moblin can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Scent]]: a trait granting the Moblin an extraordinary sense of smell, able to even detect the presence of magic&lt;br /&gt;
* [[Rupoor Supply]]: a convenient magical item which makes it easier to steal rupees&lt;br /&gt;
* [[Shockwave]]: a powerful technique usable to create a debilitating shockwave which travels along the ground&lt;br /&gt;
* [[Wall-Scaling]]: a useful technique which enables the Moblin to scale walls with supernatural ease; most commonly favored by Miniblins&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Moblin, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Bandit of the Lost Woods===&lt;br /&gt;
As a thief, your life has been spent preying on the poor passerby that crosses your path.  You&amp;#039;ve lived in the wilderness of [[Woodfall]] all your life, only venturing out to ransack the occasional traveling merchant to steal his food and treasures.  You know your away around the woods very well, giving yourself an advantage over others less knowledgeable.  As a Common Moblin, you have an easy time overpowering Hylians with your strength and savagery.  Perhaps you really are kind at heart, and give to the poor... but.. maybe you&amp;#039;re as much of a monster as they say  you are.&lt;br /&gt;
&lt;br /&gt;
A Bandit of the Lost Woods begins with a PWC of 2/1/1.  Its racial perks include [[Rupoor Supply]], [[Blitz]], and [[Shockwave]].&lt;br /&gt;
&lt;br /&gt;
===Citizen of Monster Village===&lt;br /&gt;
As a proud member of [[Monster Village]], you are among the most peaceful Bokoblins who have ever lived.  Granted, this usually means you give into your vices, and likely have defended your village from Hylian raiding parties or Tektites--&amp;#039;cause hey, you&amp;#039;re true to your heritage.  Even so, you likely at least try to work as a carpenter of other viable trade, and may have even learned a bit of magic.  You find friends in the [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; who make their home here.  &lt;br /&gt;
&lt;br /&gt;
A Citizen of Monster Village begins with a PWC of 1/2/1.  Its racial perks include [[Power Lift]], [[Scent]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Hyruleans?  More like pigeons, waiting to be shot down by your trusty boomerang.  While they play war, you have an easy time with your crew picking off thee merchant ships which dare venture through your sea.  Along with numerous other pirates, you make your home base in [[Forsaken Fortress]], where you can only learn to trust each other out of thieves&amp;#039; honor... and the fact that betraying a pirate worth his salt usually gets you killed.  You likely have at least a few other Miniblins to help you take down ships, and may associate with [[Stalfos]], [[Gerudo]], or perhaps even [[Hylian]]s who embrace their greed as much as you.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 1/1/2.  Its racial perks include [[Boomerang]], [[Wall-Scaling]], and [[Rupoor Supply]].&lt;br /&gt;
&lt;br /&gt;
===Cavern Dweller===&lt;br /&gt;
Other Moblins are braggarts and fools, and most of Hyrule is a lost cause who will kill itself underneath the siege of Ganon.  Like your ancestors did before you, you find yourself in a cave, perhaps alone, perhaps among a small tribe of other Goriya.  You train your craft and hone your boomerang skills, waiting for the next foolish party to think he can overtake you on your own land.  Maybe you&amp;#039;ll leave the caverns someday, when the rest of Southern Hyrule calls out to you.  Because your cavern is so small, you can only assume they haven&amp;#039;t even bothered to put it on any map...&lt;br /&gt;
&lt;br /&gt;
A Cavern Dweller begins with a PWC of 2/1/1.  Its racial perks include [[Boomerang]], [[Shockwave]], and [[Power Lift]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
While Moblins are a two-gender race, most outsiders can&amp;#039;t even tell the difference between them.  They reproduce in the way expected of mammals, and usually have a litter of several offspring at once.  If the parents are of different Moblin varieties (such as a Miniblin and a Goriya), the offspring usually take after the mother.  A Moblin ages at roughly twice the rate of a Hylian.  As such, a Moblin can reach full size adulthood in about 10 years, and rarely does one live beyond the age of 50.  Unlike most sentient races, Moblins generally do not spend a great deal of time raising their young, and by Hylian standards, youths are left to &amp;quot;fend for themselves&amp;quot; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
As a whole, adult Moblins can range anywhere from a minimum of 2 feet (60 cm) to a maximum of 8 feet (240cm) in height, and usually range from 30 lbs (13kg) to 400 lbs (180kg).  Common Moblins and Goriya tend towards larger, Miniblins tend towards smaller, and Bokoblins are usually somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
Moblins have hide comparable to most mammals; grayish flesh completely covered in fur.  The fur tends to be thicker on larger Moblin varieties, and thinner on smaller ones.  Its huge ranges wildly even within the same variety, and no color seems entirely exclusive to a variety.  While shades brown and red are overall the most common fur colors, other colors include various shades of green, blue, golden, and black are fairly common.  Rarely, Moblins can exist which are violet, gray, or white.&lt;br /&gt;
&lt;br /&gt;
A Moblin&amp;#039;s facial structure seems to rely heavily on its variety, resembling always either some form of canine or swine.  A Common Moblin usually has a face resembling either a boar, or a heavy-jowels dog such as a bulldog--they may or may not have small tusks.  A Bokoblin, or Bulbin, usually has a more humanoid face, which may or may not share some of the Common Moblin&amp;#039;s features.  A Goriya&amp;#039;s face resembles a coyote or wolf, albeit with wider jaws.  A Miniblin has an unusually flat, wide head, with protruding rodent-like teeth; mouse-like ears and strange horns arise from the top of its head.&lt;br /&gt;
&lt;br /&gt;
Compared to Hylians, Moblins as a whole tend to be more physically capable for their size, and make for natural athletes.  They have an easy time gaining and keeping muscle, have considerable stamina, and many have displayed remarkable agility.  Despite these benefits, Moblins often lack what Hylians would consider to be finer senses.  Though some varieties are more cunning than others, they tend to give into greed or other vices instead of seeing the big picture, and rarely display patience, honor, or dedication to anything but their own benefit.  While many Hyruleans consider Moblins stupid, it&amp;#039;s a fact that many of them have learned the Hyrulean language, and can solve complex puzzles or problems when it suits their desires and doesn&amp;#039;t try their patience.  More often than not, it&amp;#039;s just that a Moblin is never properly educated and is never given a moral code to follow.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origin of Moblins is largely unknown, as none of the race have ever bothered to keep records of their history.  Those who follow [[Ganon]] often revere him as their patron deity, and suggest it was him or his predecessor who created the first Moblins in his own image.  It is even suggested by some that many of the Moblins which now inhabit Ganon&amp;#039;s army were created in the same, magical way.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by non-Hylians that Moblins are perhaps the oldest residents of the landmass now called Hyrule and surrounding areas.  They likely once persisted in primitive tribes throughout the land, but were driven back by Hylian ancestors who saw them only as monsters and beasts, then forced to dwell in the shadows of forests and the darkness of caves.  While their numbers are less than they once were because of this so called &amp;quot;progress&amp;quot; and &amp;quot;taming the land,&amp;quot; Ganon&amp;#039;s more recent invasion have driven back the Hylians from [[Southern Hyrule]] and enabled the Moblins to proliferate there.  The more devout Moblins have taken this as their deity&amp;#039;s &amp;quot;second coming.&amp;quot;  As such, many have taken to revering him, and many joined his forces out of free will--although, of course, such Moblins would never have the patience to be trained as the more dutiful [[Darknut]]s who fill Ganon&amp;#039;s elite ranks.&lt;br /&gt;
&lt;br /&gt;
Even before Ganon came, the more organized of Moblins made their way into what is now called [[Monster Village]].  Sitting at the southeast corner of Hyrule, it is here that many intelligent, well-behaved Moblins found residence with [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; which are routinely slayed and conquered by Hyruleans.  The reclusive location combined with naturally-skilled warriors has enabled the residents here to remain safe from Hylian expansion for decades.&lt;br /&gt;
&lt;br /&gt;
While few races have much respect for Moblins--even other Moblins--the race&amp;#039;s tenacity, strength, and rebelliousness have left them to be feared and usually avoided.  Largely because of this, Moblins tend to only associate with Moblins, and those who interact with other monster races are the minority.  There has never been and likely will never be an organized society which consists mostly of Moblins, as anything beyond a closely-knit tribe ends up destroying itself from within.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1663</id>
		<title>Race:Moblin</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1663"/>
		<updated>2013-11-08T00:35:17Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Citizen of Monster Village */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard|monster}}&lt;br /&gt;
&lt;br /&gt;
Canonically, Moblins appear in the majority of games in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series, though their appearance varies somewhat from one game to the next.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Moblins are currently among the most populous &amp;quot;monstrous&amp;quot; [[:Category:Races|race]] in mainland Hyrule.  Currently, many of them were hired as mercenaries and know work in the armies of [[Ganon]] (although such Moblins cannot be made as player-characters).  Others roam the wilds, lurk in the [[Lost Woods]], rummage through the ruins of [[Southern Hyrule]], work as ravaging pirates centered in the [[Forsaken Fortress]], or more peacefully inhabit [[Monster Village]].&lt;br /&gt;
&lt;br /&gt;
Moblins are usually wild beast-men who stereo-typically cannot control their urges, giving into rage, hunger, greed, or other vices without hesitation.  Largely because of these, [[Hylian]]s and their Kingdom of Hyrule largely abhor them as monsters.  Despite such views, Moblins are decently intelligent, considerably strong compared to most Hyruleans, and are often able to speak the Hyrulean language.  While most lack proper training for battle, they have strong instincts and an almost natural talent to use simple weapons like spears and clubs, which often makes up for their impatience in learning proper technique.&lt;br /&gt;
&lt;br /&gt;
Moblins usually wear some form of clothing, most commonly trousers and occasionally jerkins.  A typical Hylian would tell you they never wear enough clothing, however, and none of it is ever clean.  Even while fighting, it&amp;#039;s rare to see them in armor.&lt;br /&gt;
&lt;br /&gt;
As a whole, Moblins vary widely in appearance, perhaps moreso than any other race.  They all are covered in fur, have a face which somehow seems a cross between a Hylian&amp;#039;s and a swine&amp;#039;s, and all have a humanoid shape.  There are four typical varieties of Moblin, and a typical member of the race fits best into one of these categories:&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Common Moblin&amp;#039;&amp;#039;&amp;#039; is slightly taller and much wider than Hylian, these are often portrayed as both the strongest and stupidest variety.  Usually, they have brown fur and the most pig-like face of them all, and are considered to be the most savage.  A Common Moblin begins with a PWC of 2/1/1.  This starting [[PWC]] can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Goriya&amp;#039;&amp;#039;&amp;#039; is of comparable size to a Hylian, albeit a bit wider.  These Moblins usually have a face which more resembles a fox than a pig, and their fur is usually orange or red, but occasionally blue or other colots.  They traditionally favor [[Boomerang]]s as weapons.  Often, they are portrayed as being the quietest and most well-mannered of their race, but also among the rarest.  A Goriya begins with a PWC of either 2/1/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
*  &amp;#039;&amp;#039;&amp;#039;Bokoblin&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Bulblin&amp;#039;&amp;#039;&amp;#039;, is of slightly lesser height than Hylians, and of comparable strength.  Their fur is most often green, but can also be blue, red, or other colors.  Bokoblins are distinguished by functioning in groups, and using pack tactics.  They are often considered to be the most intelligent and cunning, but no less savage than Common Moblins.  A Bokoblin begins with a PWC of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Bokoblin begins at 1/1/1 with an additional +1 to any aspect of PWC.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Miniblin&amp;#039;&amp;#039;&amp;#039; is by far the smallest and physically weakest Moblins, standing at height comparable to a Hylian child.  Their heads are comparatively flat, are the only variety to have horns, and they typically have mouse-like teeth, making their faces appear much less pig-like.  Their fur is comparatively dark, and ranges from reds and browns to even blues and violets.  They can only take down foes with group tactics, and are well-known for their abilities to [[Wall-Scaling|walk on walls]] and their formidable ambushing abilities.  A Miniblin begins with a PWC of either 1/2/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Moblin character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Moblin can also choose from:&lt;br /&gt;
* [[Blitz]]: a technique enabling the Moblin to launch his body forward with a high-speed, high-impact tackle&lt;br /&gt;
* [[Boomerang]]: an unusual weapon most favored by Moblins of the Goriya variety&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Moblin can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Scent]]: a trait granting the Moblin an extraordinary sense of smell, able to even detect the presence of magic&lt;br /&gt;
* [[Rupoor Supply]]: a convenient magical item which makes it easier to steal rupees&lt;br /&gt;
* [[Shockwave]]: a powerful technique usable to create a debilitating shockwave which travels along the ground&lt;br /&gt;
* [[Wall-Scaling]]: a useful technique which enables the Moblin to scale walls with supernatural ease; most commonly favored by Miniblins&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Moblin, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Bandit of the Lost Woods===&lt;br /&gt;
As a thief, your life has been spent preying on the poor passerby that crosses your path.  You&amp;#039;ve lived in the wilderness of [[Woodfall]] all your life, only venturing out to ransack the occasional traveling merchant to steal his food and treasures.  You know your away around the woods very well, giving yourself an advantage over others less knowledgeable.  As a Common Moblin, you have an easy time overpowering Hylians with your strength and savagery.  Perhaps you really are kind at heart, and give to the poor... but.. maybe you&amp;#039;re as much of a monster as they say  you are.&lt;br /&gt;
&lt;br /&gt;
A Bandit of the Lost Woods begins with a PWC of 2/1/1.  Its racial perks include [[Rupoor Supply]], [[Blitz]], and [[Shockwave]].&lt;br /&gt;
&lt;br /&gt;
===Citizen of Monster Village===&lt;br /&gt;
As a proud member of [[Monster Village]], you are among the most peaceful Bokoblin who have ever lived.  Granted, this usually means you give into your vices, and likely have defended your village from Hylian raiding parties or Tektites--&amp;#039;cause hey, you&amp;#039;re true to your heritage.  Even so, you likely at least try to work as a carpenter of other viable trade, and may have even learned a bit of magic.  You find friends in the [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; who make their home here.  &lt;br /&gt;
&lt;br /&gt;
A Citizen of Monster Village begins with a PWC of 1/2/1.  Its racial perks include [[Power Lift]], [[Scent]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Hyruleans?  More like pigeons, waiting to be shot down by your trusty boomerang.  While they play war, you have an easy time with your crew picking off thee merchant ships which dare venture through your sea.  Along with numerous other pirates, you make your home base in [[Forsaken Fortress]], where you can only learn to trust each other out of thieves&amp;#039; honor... and the fact that betraying a pirate worth his salt usually gets you killed.  You likely have at least a few other Miniblins to help you take down ships, and may associate with [[Stalfos]], [[Gerudo]], or perhaps even [[Hylian]]s who embrace their greed as much as you.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 1/1/2.  Its racial perks include [[Boomerang]], [[Wall-Scaling]], and [[Rupoor Supply]].&lt;br /&gt;
&lt;br /&gt;
===Cavern Dweller===&lt;br /&gt;
Other Moblins are braggarts and fools, and most of Hyrule is a lost cause who will kill itself underneath the siege of Ganon.  Like your ancestors did before you, you find yourself in a cave, perhaps alone, perhaps among a small tribe of other Goriya.  You train your craft and hone your boomerang skills, waiting for the next foolish party to think he can overtake you on your own land.  Maybe you&amp;#039;ll leave the caverns someday, when the rest of Southern Hyrule calls out to you.  Because your cavern is so small, you can only assume they haven&amp;#039;t even bothered to put it on any map...&lt;br /&gt;
&lt;br /&gt;
A Cavern Dweller begins with a PWC of 2/1/1.  Its racial perks include [[Boomerang]], [[Shockwave]], and [[Power Lift]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
While Moblins are a two-gender race, most outsiders can&amp;#039;t even tell the difference between them.  They reproduce in the way expected of mammals, and usually have a litter of several offspring at once.  If the parents are of different Moblin varieties (such as a Miniblin and a Goriya), the offspring usually take after the mother.  A Moblin ages at roughly twice the rate of a Hylian.  As such, a Moblin can reach full size adulthood in about 10 years, and rarely does one live beyond the age of 50.  Unlike most sentient races, Moblins generally do not spend a great deal of time raising their young, and by Hylian standards, youths are left to &amp;quot;fend for themselves&amp;quot; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
As a whole, adult Moblins can range anywhere from a minimum of 2 feet (60 cm) to a maximum of 8 feet (240cm) in height, and usually range from 30 lbs (13kg) to 400 lbs (180kg).  Common Moblins and Goriya tend towards larger, Miniblins tend towards smaller, and Bokoblins are usually somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
Moblins have hide comparable to most mammals; grayish flesh completely covered in fur.  The fur tends to be thicker on larger Moblin varieties, and thinner on smaller ones.  Its huge ranges wildly even within the same variety, and no color seems entirely exclusive to a variety.  While shades brown and red are overall the most common fur colors, other colors include various shades of green, blue, golden, and black are fairly common.  Rarely, Moblins can exist which are violet, gray, or white.&lt;br /&gt;
&lt;br /&gt;
A Moblin&amp;#039;s facial structure seems to rely heavily on its variety, resembling always either some form of canine or swine.  A Common Moblin usually has a face resembling either a boar, or a heavy-jowels dog such as a bulldog--they may or may not have small tusks.  A Bokoblin, or Bulbin, usually has a more humanoid face, which may or may not share some of the Common Moblin&amp;#039;s features.  A Goriya&amp;#039;s face resembles a coyote or wolf, albeit with wider jaws.  A Miniblin has an unusually flat, wide head, with protruding rodent-like teeth; mouse-like ears and strange horns arise from the top of its head.&lt;br /&gt;
&lt;br /&gt;
Compared to Hylians, Moblins as a whole tend to be more physically capable for their size, and make for natural athletes.  They have an easy time gaining and keeping muscle, have considerable stamina, and many have displayed remarkable agility.  Despite these benefits, Moblins often lake what Hylians would consider to be finer senses.  Though some varieties are more cunning than others, they tend to give into greed or other vices instead of seeing the big picture, and rarely display patience, honor, or dedication to anything but their own benefit.  While many Hyruleans consider Moblins stupid, it&amp;#039;s a fact that many of them have learned the Hyrulean language, and can solve complex puzzles or problems when it suits their desires and doesn&amp;#039;t try their patience.  More often than not, it&amp;#039;s just that a Moblin is never properly educated and is never given a moral code to follow.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origin of Moblins is largely unknown, as none of the race have ever bothered to keep records of their history.  Those who follow [[Ganon]] often revere him as their patron deity, and suggest it was him or his predecessor who created the first Moblins in his own image.  It is even suggested by some that many of the Moblins which now inhabit Ganon&amp;#039;s army were created in the same, magical way.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by non-Hylians that Moblins are perhaps the oldest residents of the landmass now called Hyrule and surrounding areas.  They likely once persisted in primitive tribes throughout the land, but were driven back by Hylian ancestors who saw them only as monsters and beasts, then forced to dwell in the shadows of forests and the darkness of caves.  While their numbers are less than they once were because of this so called &amp;quot;progress&amp;quot; and &amp;quot;taming the land,&amp;quot; Ganon&amp;#039;s more recent invasion have driven back the Hylians from [[Southern Hyrule]] and enabled the Moblins to proliferate there.  The more devout Moblins have taken this as their deity&amp;#039;s &amp;quot;second coming.&amp;quot;  As such, many have taken to revering him, and many joined his forces out of free will--although, of course, such Moblins would never have the patience to be trained as the more dutiful [[Darknut]]s who fill Ganon&amp;#039;s elite ranks.&lt;br /&gt;
&lt;br /&gt;
Even before Ganon came, the more organized of Moblins made their way into what is now called [[Monster Village]].  Sitting at the southeast corner of Hyrule, it is here that many intelligent, well-behaved Moblins found residence with [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; which are routinely slayed and conquered by Hyruleans.  The reclusive location combined with naturally-skilled warriors has enabled the residents here to remain safe from Hylian expansion for decades.&lt;br /&gt;
&lt;br /&gt;
While few races have much respect for Moblins--even other Moblins--the race&amp;#039;s tenacity, strength, and rebelliousness have left them to be feared and usually avoided.  Largely because of this, Moblins tend to only associate with Moblins, and those who interact with other monster races are the minority.  There has never been and likely will never be an organized society which consists mostly of Moblins, as anything beyond a closely-knit tribe ends up destroying itself from within.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=1630</id>
		<title>Race:Yeti</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Yeti&amp;diff=1630"/>
		<updated>2013-11-07T21:07:24Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Physiology */  Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Yeti appear only in &amp;#039;&amp;#039;Twilight Princess.&amp;#039;&amp;#039;  Yook, a variant of Yeti, occurs only in &amp;#039;&amp;#039;Phantom Hourglass.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
A Yeti typically hails from the snowy northern region of Snowhead, and is most at home in temperatures considered frigid by most other races.  This is partially due to the thick white fur which covers the majority of their bodies, leaving only their gray-colored faces, hands, and feet exposed.  They appear at an height equal to or double that of the typical [[Hylian]], and usually have strength to match.  While intelligent, they are foreigners to the Hyrule mainland, and as such may not have a full grasp of the Hyrulean language and customs.&lt;br /&gt;
&lt;br /&gt;
A Yeti begins with a [[PWC]] of 2/1/1, having a 2 in Power.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Yeti has an innate racial perk called [[Frigid Composition]], which helps him or her resist cold and endure frigid climates, but renders them weak to heat.  In addition to this, a Yeti character can have up to three additional [[racial perk]]s of choice.  In addition to the general perks available to every race, a Yeti can also choose from:&lt;br /&gt;
* [[Child of Snowhead]]: a trait which makes acquiring {{Field|Ice}} treasures easier&lt;br /&gt;
* [[Ice Breath]]: a technique which can be used to exhale freezing air; Yeti born with this technique are often called &amp;quot;Yook&amp;quot;&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Yeti can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Rage]]: a powerful technique which lets a Yeti briefly increase his strength and speed, but leaves him fatigued&lt;br /&gt;
* [[Yeti Punch]]: a technique which doubles the power of a Yeti&amp;#039;s punches, and surrounds them with an icy aura&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Yeti, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following two origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Snowhead Yeti===&lt;br /&gt;
For countless generations, you and your people have made your home in the familiar frozen hills you have always known.  You hunted for White Wolfos, and gathered Chill Seeds for food.  Water was all around you; all you needed to do was melt it.  It was simpler, then.  Over a decade ago, some evil monster known as Ganon began tormenting the mysterious land to the south.  Before long, scrawny hairless Yeti--which you later realized to be [[Hylian]]s--made their way into your land.  It was then that your entire race began to realize what lied beyond the hills, entire contininents of magic, of mysterious creatures, and of untold adventures.  Many forgot the simple life of their ancestors to seek out this new, uncomfortably warm world--whether it be for greed, loneliness, boredom, or mere curiosity.  Perhaps you were among them.  It was only when you left, and began learning the Hyrulean language, that you realized your home had a name: Snowhead.&lt;br /&gt;
&lt;br /&gt;
A Snowhead Yeti begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Child of Snowhead]], [[Power Lift]], and [[Yeti Punch]].&lt;br /&gt;
&lt;br /&gt;
===Glacier Yook===&lt;br /&gt;
Looking back, it&amp;#039;s hard to really remember how it happened.  You once roamed the endless ice fields you now know to be the Subrosian Glacier, surrounded by other Yook just like yourself.  One thing led to another, and you ended up on a ship ferrying you off to some strange, expansive new land--far too warm for your liking, but filled with wonders the likes of which you&amp;#039;ve never seen.  You&amp;#039;ve discovered here similar Yooks to yourself who hailed from the east, whereas you hailed from the west.  They&amp;#039;re larger, but can&amp;#039;t spit ice.  This world is unlike anything you&amp;#039;ve ever dreamed, but for one reason or another, you&amp;#039;ve decided to start your life anew here.&lt;br /&gt;
&lt;br /&gt;
A Glacier Yook begins with a PWC of 2/1/1.  Its racial perks include [[Frigid Composition]], [[Ice Breath]], [[Power Lift]], and [[Rage]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like most races, Yeti have two genders, and reproduce in the normal way expected of mammals.  The females tend to be smaller and lighter than their male counterparts.  Normally, only one child is born at a time, and a mother on average has about three children in her lifetime.  Yeti as a whole age at a rate comparable to [[Hylian]]s; that is, they reach adulthood after 15-20 years, and can rarely live to be as old as 100.&lt;br /&gt;
&lt;br /&gt;
A typical adult Yeti stands between 7 and 8 feet tall (or 210cm to 240cm), and weighs about 300 lbs (or 135kg).  In extreme cases, they can be as small as 5 feet tall (150cm), weighing about 150 lbs (70kg); and as large as 10 feet tall (300cm), weighing about 500 lbs (225kg).  A Yeti&amp;#039;s skin is comparably tough, and usually a blue-gray huge, but occasionally a hazelnut brown.  Despite this, almost all of their flesh is burried in thick layers of white or off-white fur, leaving only their face, hands, and feet exposed.  The fur aids in keeping them warm, and their hands and feet are particularly durable against cold compared to the rest of their skin.  Some Yeti have large, beaver-like tails which hang behind them, but the majority seem to lack such tails.  The purpose of these tails is unknown.&lt;br /&gt;
&lt;br /&gt;
A Yeti&amp;#039;s facial features seem to vary widely.  All Yeti at least have the normal humanoid components: two symmetrical eyes, a nose, a mouth, and a pair of ears.  However, their shape and size vary widely from one Yeti to the next.  One may have beady red eyes, while the other may have large, expressively blue irises.  Some have tusks, while others have smaller dainty-lipped mouthes.&lt;br /&gt;
&lt;br /&gt;
Generally, a Yeti is particularly strong and durable, but the extra weight and size of their bodies keeps them slower than smaller races.  While often thought to be less intelligent than Hylians, they routinely have shown the capability to learn languages foreign to them, and have memory, creativity, and processing speed within the realm of average [[Hylian]]s.&lt;br /&gt;
&lt;br /&gt;
All, or at least most, Yeti have the biological organs necessary to [[Ice Breath|exhale icy winds]] capable of freezing objects.  Despite this, not all Yeti have learned to do so.  Those who have are usually distinguished as &amp;quot;Yooks,&amp;quot; tend to be smaller, and more likely hail from the east than the west.  Though culturally distinct, Yooks are of the same race as Yeti.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origins of Yeti are largely unknown, as traditionally members of this race did not record their history.  It is widely believed that at one point in the distant past, both Yeti and Yooks lived together as one race.  Since then, Yeti migrated to Snowhead, the northwestern region of Hyrule.  Meanwhile, Yooks ended up in the Subrosian Glacier, an area northeast of Hyrule that is separated from the mainland by the Great Sea.  When referred to together, both sects are usually referred to as Yeti.&lt;br /&gt;
&lt;br /&gt;
For countless generations, both sects remained completely distinct from one another.  They lived primitively compared to [[Hylian]]s.  Both Yooks and Yetis lived in caves, had a simple &amp;quot;language&amp;quot; devoid of writing, and survived by hunting and gathering.  Generally, they were isolated in small, separate tribes and families.  Yooks wore clothing for protection, while Yeti relied entirely on their natural fur.  The mainland Hyruleans believed Yeti to be pure myths, nothing but fairytales of giant, man-eating beasts in humanoid shape.&lt;br /&gt;
&lt;br /&gt;
Shortly after Ganon began his siege on Southern Hyrule, the resulting chaos causes the Hyruleans to flee from settlements they had clung to for generations.  The influx of refugees causes unprecedented exploration outside what had long since served as the borders of Hyrule, including pioneering [[Hylian]]s venturing through Snowhead, and [[Rito]] sailing the seas far to the east.  Eventually, the tales of Yeti sightings became so common that mystery gave way to science.  When a young explorer finally brought her giant Yeti friend down from the mountains into Castle Town, there was no longer any denying their existence.  Thankfully, the tales of &amp;quot;man-eating beasts&amp;quot; turned out to be entirely false, as it seemed the Yeti were even more peaceful than the Hylians themselves, not even initially understanding the concept of war.  The fact that snow wasn&amp;#039;t omnipresent to the south initially bewildered them.  Eventually, it became known that the Yook variety existed far to the east.&lt;br /&gt;
&lt;br /&gt;
In the years since then, there has been limited communication between Yeti tribes and the rest of Hyrule.  While it has been widely accepted that Yeti exist, they are still surrounded in mystery, and are rarely sighted south of Castle Town.  As for the Yeti themselves, they have begun to incorporate some of Hyrule into their lives--enjoying luxuries like furniture in their caves, and incorporating many Hyrulean words into their language.  The rare, young, adventurous Yeti and Yooks have begun to explore this vast new world for themselves.  Similarly, the occasional Hyruleans take it upon themselves to see their northern neighbors for themselves.  &lt;br /&gt;
&lt;br /&gt;
Somewhat ironically, Yeti hate the warmth of Hyrule as much as Hyruleans hate the cold of Snowhead and the Subrosian Glacier.  Perhaps because of this, there has been no known conflict over land, and relations between Yeti and the rest of Hyrule has remained on good terms.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1624</id>
		<title>Race:Moblin</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Moblin&amp;diff=1624"/>
		<updated>2013-11-07T21:00:59Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceIntro|standard|monster}}&lt;br /&gt;
&lt;br /&gt;
Canonically, Moblins appear in the majority of games in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series, though their appearance varies somewhat from one game to the next.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Moblins are currently among the most populous &amp;quot;monstrous&amp;quot; [[:Category:Races|race]] in mainland Hyrule.  Currently, many of them were hired as mercenaries and know work in the armies of [[Ganon]] (although such Moblins cannot be made as player-characters).  Others roam the wilds, lurk in the [[Lost Woods]], rummage through the ruins of [[Southern Hyrule]], work as ravaging pirates centered in the [[Forsaken Fortress]], or more peacefully inhabit [[Monster Village]].&lt;br /&gt;
&lt;br /&gt;
Moblins are usually wild beast-men who stereo-typically cannot control their urges, giving into rage, hunger, greed, or other vices without hesitation.  Largely because of these, [[Hylian]]s and their Kingdom of Hyrule largely abhor them as monsters.  Despite such views, Moblins are decently intelligent, considerably strong compared to most Hyruleans, and are often able to speak the Hyrulean language.  While most lack proper training for battle, they have strong instincts and an almost natural talent to use simple weapons like spears and clubs, which often makes up for their impatience in learning proper technique.&lt;br /&gt;
&lt;br /&gt;
Moblins usually wear some form of clothing, most commonly trousers and occasionally jerkins.  A typical Hylian would tell you they never wear enough clothing, however, and none of it is ever clean.  Even while fighting, it&amp;#039;s rare to see them in armor.&lt;br /&gt;
&lt;br /&gt;
As a whole, Moblins vary widely in appearance, perhaps moreso than any other race.  They all are covered in fur, have a face which somehow seems a cross between a Hylian&amp;#039;s and a swine&amp;#039;s, and all have a humanoid shape.  There are four typical varieties of Moblin, and a typical member of the race fits best into one of these categories:&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Common Moblin&amp;#039;&amp;#039;&amp;#039; is slightly taller and much wider than Hylian, these are often portrayed as both the strongest and stupidest variety.  Usually, they have brown fur and the most pig-like face of them all, and are considered to be the most savage.  A Common Moblin begins with a PWC of 2/1/1.  This starting [[PWC]] can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Goriya&amp;#039;&amp;#039;&amp;#039; is of comparable size to a Hylian, albeit a bit wider.  These Moblins usually have a face which more resembles a fox than a pig, and their fur is usually orange or red, but occasionally blue or other colots.  They traditionally favor [[Boomerang]]s as weapons.  Often, they are portrayed as being the quietest and most well-mannered of their race, but also among the rarest.  A Goriya begins with a PWC of either 2/1/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
*  &amp;#039;&amp;#039;&amp;#039;Bokoblin&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Bulblin&amp;#039;&amp;#039;&amp;#039;, is of slightly lesser height than Hylians, and of comparable strength.  Their fur is most often green, but can also be blue, red, or other colors.  Bokoblins are distinguished by functioning in groups, and using pack tactics.  They are often considered to be the most intelligent and cunning, but no less savage than Common Moblins.  A Bokoblin begins with a PWC of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Bokoblin begins at 1/1/1 with an additional +1 to any aspect of PWC.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Miniblin&amp;#039;&amp;#039;&amp;#039; is by far the smallest and physically weakest Moblins, standing at height comparable to a Hylian child.  Their heads are comparatively flat, are the only variety to have horns, and they typically have mouse-like teeth, making their faces appear much less pig-like.  Their fur is comparatively dark, and ranges from reds and browns to even blues and violets.  They can only take down foes with group tactics, and are well-known for their abilities to [[Wall-Scaling|walk on walls]] and their formidable ambushing abilities.  A Miniblin begins with a PWC of either 1/2/1 or 1/1/2.  This starting PWC can be defied by using the Exception racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
A Moblin character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Moblin can also choose from:&lt;br /&gt;
* [[Blitz]]: a technique enabling the Moblin to launch his body forward with a high-speed, high-impact tackle&lt;br /&gt;
* [[Boomerang]]: an unusual weapon most favored by Moblins of the Goriya variety&lt;br /&gt;
* [[Power Lift]]: a technique which, when used, triples the weight the Moblin can lift, carry over their head, push, or pull&lt;br /&gt;
* [[Scent]]: a trait granting the Moblin an extraordinary sense of smell, able to even detect the presence of magic&lt;br /&gt;
* [[Rupoor Supply]]: a convenient magical item which makes it easier to steal rupees&lt;br /&gt;
* [[Shockwave]]: a powerful technique usable to create a debilitating shockwave which travels along the ground&lt;br /&gt;
* [[Wall-Scaling]]: a useful technique which enables the Moblin to scale walls with supernatural ease; most commonly favored by Miniblins&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Moblin, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following four origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Bandit of the Lost Woods===&lt;br /&gt;
As a thief, your life has been spent preying on the poor passerby that crosses your path.  You&amp;#039;ve lived in the wilderness of [[Woodfall]] all your life, only venturing out to ransack the occasional traveling merchant to steal his food and treasures.  You know your away around the woods very well, giving yourself an advantage over others less knowledgeable.  As a Common Moblin, you have an easy time overpowering Hylians with your strength and savagery.  Perhaps you really are kind at heart, and give to the poor... but.. maybe you&amp;#039;re as much of a monster as they say  you are.&lt;br /&gt;
&lt;br /&gt;
A Bandit of the Lost Woods begins with a PWC of 2/1/1.  Its racial perks include [[Rupoor Supply]], [[Blitz]], and [[Shockwave]].&lt;br /&gt;
&lt;br /&gt;
===Citizen of Monster Village===&lt;br /&gt;
As a proud member of [[Monster Village]], you are among the most peaceful Bokoblin who has ever lived.  Granted, this usually means you give into your vices, and likely have defended your village from Hylian raiding parties or Tektites--&amp;#039;cause hey, you&amp;#039;re true to your heritage.  Even so, you likely at least try to work as a carpenter of other viable trade, and may have even learned a bit of magic.  You find friends in the [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; who make their home here.  &lt;br /&gt;
&lt;br /&gt;
A Citizen of Monster Village begins with a PWC of 1/2/1.  Its racial perks include [[Power Lift]], [[Scent]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Pirate of the Eastern Sea===&lt;br /&gt;
Hyruleans?  More like pigeons, waiting to be shot down by your trusty boomerang.  While they play war, you have an easy time with your crew picking off thee merchant ships which dare venture through your sea.  Along with numerous other pirates, you make your home base in [[Forsaken Fortress]], where you can only learn to trust each other out of thieves&amp;#039; honor... and the fact that betraying a pirate worth his salt usually gets you killed.  You likely have at least a few other Miniblins to help you take down ships, and may associate with [[Stalfos]], [[Gerudo]], or perhaps even [[Hylian]]s who embrace their greed as much as you.&lt;br /&gt;
&lt;br /&gt;
A Pirate of the Eastern Sea begins with a PWC of 1/1/2.  Its racial perks include [[Boomerang]], [[Wall-Scaling]], and [[Rupoor Supply]].&lt;br /&gt;
&lt;br /&gt;
===Cavern Dweller===&lt;br /&gt;
Other Moblins are braggarts and fools, and most of Hyrule is a lost cause who will kill itself underneath the siege of Ganon.  Like your ancestors did before you, you find yourself in a cave, perhaps alone, perhaps among a small tribe of other Goriya.  You train your craft and hone your boomerang skills, waiting for the next foolish party to think he can overtake you on your own land.  Maybe you&amp;#039;ll leave the caverns someday, when the rest of Southern Hyrule calls out to you.  Because your cavern is so small, you can only assume they haven&amp;#039;t even bothered to put it on any map...&lt;br /&gt;
&lt;br /&gt;
A Cavern Dweller begins with a PWC of 2/1/1.  Its racial perks include [[Boomerang]], [[Shockwave]], and [[Power Lift]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
While Moblins are a two-gender race, most outsiders can&amp;#039;t even tell the difference between them.  They reproduce in the way expected of mammals, and usually have a litter of several offspring at once.  If the parents are of different Moblin varieties (such as a Miniblin and a Goriya), the offspring usually take after the mother.  A Moblin ages at roughly twice the rate of a Hylian.  As such, a Moblin can reach full size adulthood in about 10 years, and rarely does one live beyond the age of 50.  Unlike most sentient races, Moblins generally do not spend a great deal of time raising their young, and by Hylian standards, youths are left to &amp;quot;fend for themselves&amp;quot; as soon as possible.&lt;br /&gt;
&lt;br /&gt;
As a whole, adult Moblins can range anywhere from a minimum of 2 feet (60 cm) to a maximum of 8 feet (240cm) in height, and usually range from 30 lbs (13kg) to 400 lbs (180kg).  Common Moblins and Goriya tend towards larger, Miniblins tend towards smaller, and Bokoblins are usually somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
Moblins have hide comparable to most mammals; grayish flesh completely covered in fur.  The fur tends to be thicker on larger Moblin varieties, and thinner on smaller ones.  Its huge ranges wildly even within the same variety, and no color seems entirely exclusive to a variety.  While shades brown and red are overall the most common fur colors, other colors include various shades of green, blue, golden, and black are fairly common.  Rarely, Moblins can exist which are violet, gray, or white.&lt;br /&gt;
&lt;br /&gt;
A Moblin&amp;#039;s facial structure seems to rely heavily on its variety, resembling always either some form of canine or swine.  A Common Moblin usually has a face resembling either a boar, or a heavy-jowels dog such as a bulldog--they may or may not have small tusks.  A Bokoblin, or Bulbin, usually has a more humanoid face, which may or may not share some of the Common Moblin&amp;#039;s features.  A Goriya&amp;#039;s face resembles a coyote or wolf, albeit with wider jaws.  A Miniblin has an unusually flat, wide head, with protruding rodent-like teeth; mouse-like ears and strange horns arise from the top of its head.&lt;br /&gt;
&lt;br /&gt;
Compared to Hylians, Moblins as a whole tend to be more physically capable for their size, and make for natural athletes.  They have an easy time gaining and keeping muscle, have considerable stamina, and many have displayed remarkable agility.  Despite these benefits, Moblins often lake what Hylians would consider to be finer senses.  Though some varieties are more cunning than others, they tend to give into greed or other vices instead of seeing the big picture, and rarely display patience, honor, or dedication to anything but their own benefit.  While many Hyruleans consider Moblins stupid, it&amp;#039;s a fact that many of them have learned the Hyrulean language, and can solve complex puzzles or problems when it suits their desires and doesn&amp;#039;t try their patience.  More often than not, it&amp;#039;s just that a Moblin is never properly educated and is never given a moral code to follow.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
The origin of Moblins is largely unknown, as none of the race have ever bothered to keep records of their history.  Those who follow [[Ganon]] often revere him as their patron deity, and suggest it was him or his predecessor who created the first Moblins in his own image.  It is even suggested by some that many of the Moblins which now inhabit Ganon&amp;#039;s army were created in the same, magical way.&lt;br /&gt;
&lt;br /&gt;
It is widely believed by non-Hylians that Moblins are perhaps the oldest residents of the landmass now called Hyrule and surrounding areas.  They likely once persisted in primitive tribes throughout the land, but were driven back by Hylian ancestors who saw them only as monsters and beasts, then forced to dwell in the shadows of forests and the darkness of caves.  While their numbers are less than they once were because of this so called &amp;quot;progress&amp;quot; and &amp;quot;taming the land,&amp;quot; Ganon&amp;#039;s more recent invasion have driven back the Hylians from [[Southern Hyrule]] and enabled the Moblins to proliferate there.  The more devout Moblins have taken this as their deity&amp;#039;s &amp;quot;second coming.&amp;quot;  As such, many have taken to revering him, and many joined his forces out of free will--although, of course, such Moblins would never have the patience to be trained as the more dutiful [[Darknut]]s who fill Ganon&amp;#039;s elite ranks.&lt;br /&gt;
&lt;br /&gt;
Even before Ganon came, the more organized of Moblins made their way into what is now called [[Monster Village]].  Sitting at the southeast corner of Hyrule, it is here that many intelligent, well-behaved Moblins found residence with [[Stalfos]], [[Lizalfos]], and other so-called &amp;quot;monsters&amp;quot; which are routinely slayed and conquered by Hyruleans.  The reclusive location combined with naturally-skilled warriors has enabled the residents here to remain safe from Hylian expansion for decades.&lt;br /&gt;
&lt;br /&gt;
While few races have much respect for Moblins--even other Moblins--the race&amp;#039;s tenacity, strength, and rebelliousness have left them to be feared and usually avoided.  Largely because of this, Moblins tend to only associate with Moblins, and those who interact with other monster races are the minority.  There has never been and likely will never be an organized society which consists mostly of Moblins, as anything beyond a closely-knit tribe ends up destroying itself from within.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Smith&amp;diff=1574</id>
		<title>Smith</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Smith&amp;diff=1574"/>
		<updated>2013-11-07T10:07:15Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|field1=Darknut&lt;br /&gt;
|field2=Goron&lt;br /&gt;
|field3=Rupee&lt;br /&gt;
|field4=Subrosian&lt;br /&gt;
|set=45}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Smith&amp;#039;&amp;#039;&amp;#039; is a utility trait, and a [[racial perk]] for [[Goron]]s, [[Subrosian]]s, and [[Darknut]]s.  As such, a member of any such race can choose to gain it as a perk upon character creation.  If it is gained as a treasure anytime after creation, it costs 15 rupees less than normal.  Other races acquire this treasure normally.&lt;br /&gt;
&lt;br /&gt;
Gorons and Subrosians have a history of forging outstanding works of weapons and metal, from longswords to shields to bells, and many seem to have a natural knack for it.  While Darknuts don&amp;#039;t have a heritage of crafting weaponry, they have an inborn familiarity with traditional steel arms and armor, giving them a similar talent for crafting such instruments.  Any user of this trait can craft with an additional 5 rupees worth of [[:Category:Materials|materials]] in the [[Crafting#Blacksmithing|Blacksmithing]] craft.  This has no effect if the user isn&amp;#039;t already a Blacksmith, but can still be gained without being a Blacksmith.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Original|creator=WillowtheWhisp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|goron=yup|subrosian=yeah|darknut=metoo}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Skeletal_Defense&amp;diff=1573</id>
		<title>Skeletal Defense</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Skeletal_Defense&amp;diff=1573"/>
		<updated>2013-11-07T10:01:33Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|form=Technique&lt;br /&gt;
|PWC=P&lt;br /&gt;
|field1=Stalfos&lt;br /&gt;
|field2=Transform&lt;br /&gt;
|field3=Undead&lt;br /&gt;
|cost=4}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skeletal Defense&amp;#039;&amp;#039;&amp;#039; is a defensive technique{{Perk|Stalfos|nos=nos|distinct=yes|nodiscount=derp}}&lt;br /&gt;
&lt;br /&gt;
At will, the Stalfos can momentarily break the magic which holds his bones together.  If done so at just the right moment, this can prevent an otherwise lethal strike.  If an explosive is thrown right in the Stalfos&amp;#039; face, for instance, he can activate this technique to allow himself to be blown apart; when a sword threatens to chop his spine in half, he can let his body drop to have the steel slice harmlessly between vertebrae. In exchange for this momentary protection, however, the Stalfos regains only control of his head for about ten seconds.  Any damage which doesn&amp;#039;t destroy bones outside of his skull is harmless, but his vulnerable skull can only hop around on its jaw until he summons enough strength to reform.  The reforming process is relatively quick, and uses unseen forces to snap all the bones back into their proper slots.&lt;br /&gt;
&lt;br /&gt;
As a general limitation, a Stalfos has difficulty using this technique in rapid succession.  It can generally only be used about once a minute.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Canon|A Link to the Past|nolink}}  It was never given an official name, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|stalfos=dead}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Undead&amp;diff=1572</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Undead&amp;diff=1572"/>
		<updated>2013-11-07T09:58:16Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|form=Trait&lt;br /&gt;
|field1=Poe&lt;br /&gt;
|field2=Shadow&lt;br /&gt;
|field3=Skull Kid&lt;br /&gt;
|field4=Stalfos&lt;br /&gt;
|field5=Undead&lt;br /&gt;
|set=0}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Undead&amp;#039;&amp;#039;&amp;#039; is a state of being, and a innate [[racial perk]] for [[Poe]]s, [[Skull Kid]]s, and [[Stalfos]].  As such, any member of any such race innately &amp;#039;&amp;#039;must&amp;#039;&amp;#039; have this treasure, even if the treasure is undesired.  No other races can obtain this perk, except through a separate treasure which grants it indirectly, like [[Vampirism]]. &lt;br /&gt;
&lt;br /&gt;
A being with this trait is no longer among the living, but has not deceased and passed on.  In essence, the being&amp;#039;s body has no signs of being alive--no beating heart, no breathing, and so on--yet the being is still acting as a living creature might be expected to, through some unseen force, and is usually still able to physically feel and think.  As such, undead beings have no need to eat, drink, sleep, or perform other bodily functions.  Despite these seeming benefits, undead beings also often state they feel distant from the world, as though they can&amp;#039;t sense it as fully as living creatures might. Furthermore, many living beings view all undead creatures as abhorrent monsters. &lt;br /&gt;
&lt;br /&gt;
All undead beings have an inexplicable weakness: all {{Field|Light}}-based attacks deal twice the normal damage against them, unless otherwise specified.  This weakness can effectively be negated with a [[Golden Tunic]], or other protective gear crafted from [[Gratitude Crystal]]s. [[Category:Canonical Treasures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|poe=yes|skullkid=yes|stalfos=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Disembodied&amp;diff=1571</id>
		<title>Disembodied</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Disembodied&amp;diff=1571"/>
		<updated>2013-11-07T09:56:06Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|form=Trait&lt;br /&gt;
|field1=Poe&lt;br /&gt;
|field2=Summon&lt;br /&gt;
|set=0}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Disembodied&amp;#039;&amp;#039;&amp;#039; is a defensive trait{{Perk|Poe|innate=yes}}&lt;br /&gt;
&lt;br /&gt;
When a Poe is &amp;quot;born&amp;quot; into its state of [[undead|undeath]], it has no physical form.  It exists only has a faintly-visible &amp;quot;wisp,&amp;quot; which resembles a fist-sized flame of an odd hue.  Only through sheer concentration and practice can a Poe learn to manifest what others perceive as its body.  This body generally takes a somewhat humanoid shape, often with childlike proportions.  Since many Poes have the natural ability to [[hover]], this body may lack legs, instead floating as an armed torso and head.  Normally, the body appears somewhat monstrous, and lacks a strong resemblance to any specific race.  On rare occasions, however, a Poe may be able to resemble its former shape--a Goron spirit may actually be able to still resemble a Goron, for instance.  This occurrence is more likely if the death was recent, or if the Poe still has memories of its former life.&lt;br /&gt;
&lt;br /&gt;
Despite manifesting a body, the Poe&amp;#039;s soul will always remain a wisp.  Some Poes carry the wisp inside their manifested body, but most carry it separately in a lantern or similar container to protect it.  In either case, the body itself is only an extension of the soul&amp;#039;s willpower.  Any damage taken by the body will be felt by the soul, and any injuries taken will affect the manifestation as if it was a real body.  Despite this, destroying the body will never kill the soul.  So long as the soul persists, the Poe will live in undeath forever, and can only be destroyed with exceedingly strong magic which specializes in destroying Poes.  A Poe with an injured or destroyed body can easily be captured, however.  Without the aid of a manifested body, the small wisp can travel only at a snail&amp;#039;s pace, and can easily be trapped, or even stored in a bottle.  [[Category:Canonical Treasures]]&lt;br /&gt;
&lt;br /&gt;
Once a Poe learns to manifest a body, it can toggle its body off and on at will.  Switching from the body state to the wisp state, or vice versa, takes only about a second.  Once a Poe manifests a body, attempting to change its appearance is very difficult (and time consuming) without the aid of another treasure, such as [[Actor&amp;#039;s Illusion]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{RacePerks|poe=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Pulverize&amp;diff=1560</id>
		<title>Pulverize</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Pulverize&amp;diff=1560"/>
		<updated>2013-11-07T00:14:44Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Offensive&lt;br /&gt;
|form=Technique&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=5&lt;br /&gt;
|field1=Cut|field2=Darknut|field3=Empower|field4=WeaponBase}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulverize&amp;#039;&amp;#039;&amp;#039; is an offensive technique{{Perk|Darknut}}&lt;br /&gt;
&lt;br /&gt;
A user of this technique is unusually capable of destroying inanimate, non-magical objects which are not wielded by other creatures.  When the user performs a melee attack which strikes such an object, the object will almost always suffer great damage.  This includes any objects made of stone, bricks, wood, cement, or any materials significantly less sturdy than bronze.  A full-body attack against such objects, if they are less than half a meter (or about 1.5 feet) will cleave straight through, albeit with considerable strain on the weapon and the user.  Thicker objects can be dented, chipped, or damaged with a single attack, but busting through generally takes several minutes of continuous effort, if the object can be destroyed at all.&lt;br /&gt;
&lt;br /&gt;
{{Borderline|guess=yes}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|darknut=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Holy_Bolt&amp;diff=1486</id>
		<title>Holy Bolt</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Holy_Bolt&amp;diff=1486"/>
		<updated>2013-11-05T00:24:24Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: /* Augment */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Offensive&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=W&lt;br /&gt;
|field1=Light&lt;br /&gt;
|field2=Projectile&lt;br /&gt;
|cost=3&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Holy Bolt&amp;#039;&amp;#039;&amp;#039; is an offensive spell.&lt;br /&gt;
&lt;br /&gt;
To cast Holy Bolt, the caster swings or thrusts forward a weapon or other instrument to shoot forward a glowing, silvery projectile at a speed comparable to a fastball for a distance up to 30 feet (or 10m).  Upon impact, this orb will burst into pale light reminiscent of moonlight.  All [[undead]] creatures which are touched by this light will be severely burned, as will any being with a [[Dark Affinity]].  A normal being impacted by this spell will only feel the force equivalent to a strong punch, and no other ill effects.&lt;br /&gt;
&lt;br /&gt;
Normally, the caster can cast Holy Bolt once every 90 seconds.  With one level of [[Magic Power]], the caster can do so every 30 seconds. With two levels, it can be done every 10 seconds.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augment==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=No Instrument Required&lt;br /&gt;
|PWC=W&lt;br /&gt;
|augment=yes&lt;br /&gt;
|cost=1&lt;br /&gt;
}}&lt;br /&gt;
{{Augment|No Instrument Required}}&lt;br /&gt;
&lt;br /&gt;
First, the user may choose to launch the projectile from their hand or mouth, rather than from a weapon or instrument.&lt;br /&gt;
&lt;br /&gt;
Second, the time restrictions on casting Holy Bolt may be reduced, as if the user had one more level in Magic Power. If the user already has two levels in Magic Power, the time restriction remains the same.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Spells with a comparable effect include [[Fire]], [[Ice]], [[Wind]], [[Magic Bolt]], and [[Shadow Ball]].  Holy Bolt, or any of these other spells, can serve as the prerequisite for [[Void Wave]].&lt;br /&gt;
* {{Borderline&lt;br /&gt;
|guess=yes&lt;br /&gt;
|game=A Link to the Past}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Language_of_Fauna&amp;diff=1282</id>
		<title>Language of Fauna</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Language_of_Fauna&amp;diff=1282"/>
		<updated>2013-11-02T02:02:46Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=C&lt;br /&gt;
|cost=5&lt;br /&gt;
|field1=Communicate&lt;br /&gt;
|field2=Forest&lt;br /&gt;
|field3=Kokiri}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Language of Fauna&amp;#039;&amp;#039;&amp;#039; is a utility spell{{Perk|Kokiri|nos=nos}}&lt;br /&gt;
&lt;br /&gt;
Due to their unique physiology, and origin as children of the Great Deku Tree, Kokiri are capable of communicating with all forms of animal life--from cockroaches to squids to horses.  This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about 12 feet (or 4 meters). It takes a Kokiri only a few moments to establish a link to a creature, whereas any other race requires at least a minute of meditation.  Once the caster has established a link with this spell, the target can communicate back in the same fashion so long as the caster mentally maintains the channel and stays within distance.  The caster can also function as a line between two animals otherwise unable to communicate, and can overcome language barriers of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
The depth of articulation a creature can provide by this spell depends roughly on its level of intelligence.  An insect, for example, may be unable to describe anything, but offer the caster basic emotions and senses it has felt recently.  A horse, as a highly intelligent animal, will likely be able to describe events it observed yesterday fairly well.  Creatures already capable or nearly capable of speech, such as [[Moblin]]s or apes, can of course articulate their thoughts extremely well.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Like this treasure enables communication with all animals, [[Don Gero&amp;#039;s Mask]] enables communication with only reptiles, and [[Language of Flora]] grants communication with plants.&lt;br /&gt;
* {{Original|creator=Guy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|kokiri=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Language_of_Fauna&amp;diff=1281</id>
		<title>Language of Fauna</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Language_of_Fauna&amp;diff=1281"/>
		<updated>2013-11-02T02:00:49Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=C&lt;br /&gt;
|cost=5&lt;br /&gt;
|field1=Communicate&lt;br /&gt;
|field2=Forest&lt;br /&gt;
|field3=Kokiri}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Language of Fauna&amp;#039;&amp;#039;&amp;#039; is a utility spell{{Perk|Kokiri|nos=nos}}&lt;br /&gt;
&lt;br /&gt;
Due to their unique physiology, and origin as children of the Great Deku Tree, Kokiri are capable of communicating with all forms of animal life--from cockroaches to squids to horses.  This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about 12 feet (or 4 meters). It takes a Kokiri only a few moments to establish a link to a plant, whereas any other race requires at least a minute of meditation.  Once the caster has established a link with this spell, the target can communicate back in the same fashion so long as the caster mentally maintains the channel and stays within distance.  The caster can also function as a line between two animals otherwise unable to communicate, and can overcome language barriers of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
The depth of articulation a creature can provide by this spell depends roughly on its level of intelligence.  An insect, for example, may be unable to describe anything, but offer the caster basic emotions and senses it has felt recently.  A horse, as a highly intelligent animal, will likely be able to describe events it observed yesterday fairly well.  Creatures already capable or nearly capable of speech, such as [[Moblin]]s or apes, can of course articulate their thoughts extremely well.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Like this treasure enables communication with all animals, [[Don Gero&amp;#039;s Mask]] enables communication with only reptiles, and [[Language of Flora]] grants communication with plants.&lt;br /&gt;
* {{Original|creator=Guy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|kokiri=yes}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Ore_Trade&amp;diff=1279</id>
		<title>Ore Trade</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Ore_Trade&amp;diff=1279"/>
		<updated>2013-11-02T01:57:17Z</updated>

		<summary type="html">&lt;p&gt;UnnamedDude: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB|field1=Earth|field2=PerQuest|field3=Subrosian|field4=Rupee|form=Trait|intent=Utility|set=30}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ore Trade&amp;#039;&amp;#039;&amp;#039; is a utility trait{{Perk|Subrosian|distinct=yes|nodiscount=none}}&lt;br /&gt;
&lt;br /&gt;
Subrosians come from a land where ore chunks are used in currency in place of rupees. Naturally, if they value money, their senses are particularly sharpened for finding ore, much moreso than other races. Once per quest or dungeon, a Subrosian can either acquire additional plain rupees, or additional quest rupees for metal-or-stone-based treasures.  In either case, this is a {{Field|PerQuest}} treasure of the {{Field|Rupee}} field.  As such, it cannot be used in combination with other Rupee PerQuest treasures.&lt;br /&gt;
&lt;br /&gt;
If rupees are chosen, the Subrosian must role-play finding the rupees, and gains an additional 5 rupees at the end of his quest or dungeon. These rupees cannot be used towards the reward of the quest or dungeon the Subrosian is currently in.&lt;br /&gt;
&lt;br /&gt;
If a material is chosen, the Subrosian gains an additional 10 rupees to spend on any [[:Category:Blacksmith Materials|Blacksmith Materials]] within this quest or dungeon. The treasure must be found within the affected quest.  These bonus rupees can be combined with the Subrosian&amp;#039;s quest rupees to pay for the material.  Any leftover rupees not spent on a material are forever lost.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Other races can gain an additional 5 rupees per quest with a [[Profession]], or the [[Rupoor Supply]] treasure.&lt;br /&gt;
* {{Original|creator=WillowtheWhisp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RacePerks|subrosian=hot}}&lt;/div&gt;</summary>
		<author><name>UnnamedDude</name></author>
		
	</entry>
</feed>