You guys may remember a thread I made a while ago with a ridiculously long title.
Back then, I thought it would be alright to have a single topic for both agents and ancillaries. I quickly came to see the folly of that notion.
So, I made another much improved thread for ancillaries and now it's the agents' turn!
As you people may know, agents are not unique individuals. Each faction can get a different model for each agent type, but only one. All Hyrule Diplomats will look the same and the same can be said for all Gerudo Assassins (which is kind of silly when you think about it... I mean, talk about seeing it coming)
So let's use a very different approach for this one: I'm going to list thetwelveteneleven types of agents, each followed by the factions that I believe should have that agent type at their service (or disservice as the case may be).
After that, I would like for us all to put forth ideas to "characterize" these agents. Basically names (such as the "Lizalfos Neck Slicer"), appearances (descriptions for the most part, I imagine, but if you are artistically inclined or can link to a picture that seems fitting, that's perfectly alright with me) and even a manner of background (how these people get into this line of work, how exactly they operate).
Once again, I will edit the list with the best contributions.
You are all also welcome to discuss the merits or demerits of giving these agents to the factions listed... or propose that a certain faction gets an agent type I have not assigned to them.
I imagine though that most of us will have our own "proposed list" so that's why I put my name in the title: this is my list, if you can persuade me to make changes I will, but if ultimately it doesn't satisfy you, then you can certainly make other lists of your own (you could say that unlike the ancillaries, this is a bit more of a personal project).
I'll say right now though, I don't have a very clear understanding of Neph's view of religion in the mod, so for Priests, Imams and Heretics (and witches?) I'm really just guessing at.
Introducing the Guardians
The guardians are a new agent type planned to be akin to a spy/assassin that however has higher agent skill yet cannot travel outside of your faction's territory. They are meant to protect from enemy agents those factions which do not employ assassins, be it because they are too honorable or too clumsy for it.
Conceptually they are more along the lines of a secret police, discreetely taking out people that are threatening their homeland (so it's still a diplomatic mess if they get caught in the act, yes). This solves the above mentioned problems because they can be morally justified (to an extent) in protecting their homeland and because operating among their people facilitates them (you'll immediately be wary of a Moblin within Hylian territory, but if you are in Moblin territory it'll be just another Moblin).
We do not yet know if it'll be possible to implement them (the A.I. may screw us over), but Neph looks favorably on the idea so let's cross our fingers.
About Inquisitors
These guys were never meant to be put in the hands of players, they are way too powerful. Inquisitors will either be severely nerfed or scrapped altogether.
Should they make it into the game, this is what I would propose for them:
ever since I heard that the game featured Inquisitors, I had in my mind the notion that they would, you know, be inquisitive. I didn't imagine they would just go around killing people that aren't very religious, I thought they would be employed to obtain intelligence and secrets from captives.
So here's what I thought: why not make the Inquisitor a more costly agent that combines the assassin and spy? Basically, instead of killing people they'd try to capture them (and could fail to do so or even get killed just like the assassin) and if they are succesful, you get some information on the enemy agent's faction before the unfortunate one dies (the next turn?).
Anyway, without further ado, here's my list!
First I'll just give the names, then once you scroll past those, you'll find the detailed descriptions.
Admirals
Hyrule - Grand-Admiral
Gerudo - Corsair Captain
Zora - Sea General
Lanayru - Aquatic Colonel
Moblin - Pirate Boss
Stalfos - Pirate Captain
Labrynna - Commodore
River Zora - Shoaling Boss
Rito - Sea Marshal
Horon - Fleet Captain
Tokay - Shoaling Leader
Assassins
Gerudo - Blade Dancer
Zora - Sharpfins
Lanayru - Poisoner
Lizalfos - Neck Slicer
Sheikah - Shadow Stalker
Labrynna - Infiltrator
Ikana - Scythe Poe
Twili - Shadow Assassin
Wizzrobe - Unstoppable
Rito - Sky Dagger
Majora
Diplomats
Hyrule - Peace Talker
Gerudo - Pacts Snatcher
Goron - Oaths Maker
Zora - Words Streamer
Kokiri - Likeable Kid (Unlocked after contact with cultures from outside the forest)
Ordona - Cultured One (Unlocked upon gaining as many or more teritories than Hyrule)
Lanayru - Fluent Speaker
Deku - Peace Dealer
Moblin - Orate 'blin
Labrynna - Diplomatic Envoy
Rito - Voice of the Wind
Oocca - Order Keeper
Majora
Horon - Elected Representative
Zuna - Brightest Flower
Guardians
Hyrule - Member of "The Group"
Goron - Sworn Protector
Kokiri - Stalkid Sniper
Gohma - Hidden Sentinel
Ordona - Vigilante
Deku - Irrefusable Offerer
Moblin - Mob 'blin
Darknut - Cleanser
Stalfos - Haunter
Fairies - Sleep Giver
River Zora - Deep Dragger
Horon - Trapper
Zuna - Puncturer
Subrosian - Abductor
Tokay - Tinkerer
Huskus
Heretics
Hyrule (Discliple of Majora)
Gerudo (Discliple of Majora)
Deku (Discliple of Majora)
Sheikah (Discliple of Majora)
Ikana (Worshipper of the Goddesses)
Imams
Stalfos - Great Necromancer
Ikana - Voice of the Giants
Twili - Safekeeper of the Sols
Majora
Inquisitors
Gerudo - Swindlers of Secrets
Sheikah - Administerers of Truth
Labrynna - Interrogator
Ikana - Soul Wrencher
Twili - Mind Twister
Majora
Merchants
Hyrule - High Class Wholesaler
Goron - Traveling Arms Merchant
Zora - Coral Vendor
Kokiri - Aspiring Trafficker (Unlocked after contact with cultures from outside the forest)
Ordona - Sundries Salesman
Lanayru - Fish Merchant
Deku - Business Scrubs
Labrynna - Artisan
Rito - Courier
Horon - Crop Salesman
Zuna - Fatigue Reliever
Tokay - Trader (Unlocked upon obtaining any territories outside of Crescent Island)
Priests
Hyrule - Priest of the Golden Three
Gerudo - Priestess of the Sand
Goron - Messenger of the Mountains
Zora - Jabu Priestess
Lanayru - Disciple of the Light within Water
Darknut - Herald of the Way
Sheikah - Grand Priest of Shadows
Rito - Valoo Priestess
Spies
Gerudo - Seductress
Goron - Stone Beholder
Kokiri - Faux Orphan
Ordona - Self-taught Spy (Unlocked upon gaining as many or more teritories than Hyrule)
Lanayru - Beigeskin
Deku - Planted Listener
Sheikah - Eyes of Darkness
Labrynna - Espionage Operative
Fairies - Black Spryte
Twili - Shade
Wizzrobe - Unseen
Rito - Celestial Watcher
Majora
Horon - Pretend Artist
Subrosian - Night Cloak
Witches
Hyrule - Potions Witch
Gerudo - Desert Witch
Zora - Witch of the Deep
Sheikah - Shadow Sorceress
Labrynna - Witch of Time
Horon - Witch of Nature
Ikana - Hexes Crafter
Details
Admirals
Hyrule - Grand-Admiral
Grand Admirals are exactly that, they are grand in both their preparation and in the size of fleet they command, well representing the largest nation in the world.
Gerudo - Corsair Captain
Once pirates, the Corsair have again pledged loyalty to their homeland... so long as it is convenient to them.
Zora - Sea General
Perhaps the most skilled seafaring warmongers, the Sea General is thusly named because Zora tend not to differentiate land from water, and why should they when they can just march across the seafloor without ships?
Lanayru - Aquatic Colonel
Not too different from the Zora's Sea General, the Aquatic Colonel is accustomed to leading his men underwater as well as taking ships into battle, be it in the sea or along rivers. This flexibility makes them however less specialized.
Moblin - Pirate Boss
Moblin pirates are nothing special really, they are just Moblins that through some fortunate series of events came into possession of a ship and figured out how to sail it. To their credit though, they do seem to have a natural talent for battle, even at sea.
Stalfos - Pirate Captain
Stalfos pirates are not born, they are died. Whenever a ship is lost at sea, unable to find its way back to land, there's a chance that the anger, regret, longing and lingering grudge that its crew bore will be strong enough to keep them going beyond their life. Naturally, such a ship will not be welcomed home in any port... unless it's one that is also ran by the undead.
Labrynna - Commodore
The Labrynnan Commodores strive to become what Hyrule's Grand admirals are and some day to surpass them. While their fleets may not be as grand, they are extremely dedicate and faithful to their cause as well as to their nation.
River Zora - Shoaling Boss
River Zoras don't have boats or fleets but when moving in large numbers across the waters, they will choose to follow one who is at the same time seasoned yet still strong and capable of commanding respect among its peers. The process of selection typically involves a rather spectacular fight. Succesful Shoaling Bosses will generally go unchallenged when the time to swim comes once again.
Rito - Sea Marshal
While not really in possession of much of a navy, the Rito are generally well capable to flying across large expanses of water. Naturally though, they have their limits and can't afford to do so in a disorganized manner, especially when at war. A Sea Marshall therefore specializes in getting his men where they need to be and have them do what they need to do quickly, so they can head back to the nearest perch (be it land of their few ships). They can be very effective in surprise attacks, but cannot afford long term engagements.
Horon - Fleet Captain
Horon's Fleet Captains are pretty much the opposite of Hyrule's Grand Admirals, they are used to managing small fleets and are suitably modest. Their greatest asset is being well aware of just how much they measure in the great scheme of things and, consequentially, a well honed cunning for unconventional tactics.
Tokay - Shoaling Leader
Like the River Zoras the Tokay don't really have boats but while they may not be very organized, the need for leadership when traveling in potentially hostile waters is not lost to them. Naturally the process of selection is not nearly as brutal as the River Zoras': it's a chance drawing. It goes without saying that this nonsense will be skipped if a Tokay that was already found to be a good leader is present.
Assassins
Gerudo - Blade Dancer
Blade Dancers usually try to seduce their targets before killing them... something which has proven surprisingly effective.
You'd think individuals of a certain political status would be wary after word of this has spread but, as it turns out, Blade Dancers are more than happy to offer surprise private dances. They are generous like that.
Zora - Sharpfins
Zoras that have the blood of the ancient warrior caste are able to fling their razor sharp fins like boomerangs. Some of these are so skilled over great distance that it becomes extremely difficult to see them coming. These are encouraged to take the path of the Sharpfin assassins.
Lanayru - Poisoner
The people of Lanayru are easily identifiable on a close examination. This is why they have opted to master a killing method that does not require for them to be close to their target.
Conveniently, their favored poison is extracted from a fish that lives at depths beyond human reach and no antidote has been discovered as of yet.
Lizalfos - Neck Slicer
The Neck Slicer is a true master of camouflage, but only outside of the urban setting. Still they are also extremely patient. They won't touch you so long as you're in town, but the moment you take a stroll or walk away from your escort to answer nature's call...
Sheikah - Shadow Stalker
Possibly the most capable and skillful of all assassins the Shadow Stalker does not have a definite modus operandi. They are able to hide in plain sight, will always strike when least expected and are known to vanish into thin air on the rare occasion that they should be spotted. Merely preventing the assassination is considered nothing short of a miracle, let alone to actually capture one.
Labrynna - Infiltrator
Assassins from Labrynna are known to bide their time and blend into their surroundings. Wait, where did you say that new valet was from...?
Ikana - Scythe Poe
If the Ikanian want you gone, they'll send this little nightmare to collect your soul. Of one thing you can be certain, it will strike at night. And no, knowing this will scarcely help you.
Twili - Shadow Assassin Elite
Ironicly, among the Shadow Assassins few are actually chosen to perform assassinations. Those that are, however, are extremely good at their trade. It certainly helps that they have the ability to pop out of holes in the fabric of reality with little notice.
Wizzrobe - Unstoppable
The Unstoppable humbly accepted their name from descriptions given by those surrounding (often attempting to protect) their victims. These Wizrobes specialize in moving through solid matter. The average Wizzrobe can pass through furniture or other small obstacles, but Unstoppables are not deterred by the thickest walls.
Rito - Sky Dagger
Up is safe. Even primates like monkeys have this notion firmly burnt in their brains, feeling that the dark night is not so scary when viewed from atop a tall tree. What is really safe however, is stating that more species should have taken into account flying bird men armed with steel while developing their primal insticts. And learn to close the darn windows at night, even while in the tallest tower.
Diplomats
Hyrule - Peace Talker
The People of Hyrule may be full of themselves but they are not hypocrites. They genuinely believe themselves to be the most suited to lead, peacefully whenever possible, which is why their diplomats always give it their all to achieve peace... so long as this does not require to diminish the position of their glorious nation.
Gerudo - Pacts Snatcher
Being a race of thieves the Gerudo don't believe much in coming to agreements and mutually satisfying solutions. Consequently their rate of success is somewhat low given their unwillingness to make concessions. Their diplomacy is essentially getting others to give them what they want willingly and without violence (though not without the lingering threat of it).
Goron - Oaths Maker
The Gorons are very stubborn people with a tendency for a black & white world view. To them something is typically eitehr right or wrong, good or bad. As such, it can be difficult for them to talk over their differencies with another faction but at the same time, they take their oaths very seriously.
Zora - Words Streamer
Zoras are highly intelligent and eloquent people, with culture and knowledge that spread as far as their seas do. This makes them very cunning when it comes to talking their way in or out of any situation.
Kokiri - Likeable Kid (Unlocked after contact with cultures outside the forest)
The Kokiri are fairly knew at the game of politics. Their diplomats therefore don't really have any kind of formal training and will often end up being the kids with the most charisma. Still, any sensible adult would need to have a heart made of stone to say no to a kid that's only doing the interest of his little brethren, right?
Ordona - Cultured One (Unlocked upon gaining as many or more teritories than Hyrule)
The Ordonians have lived, for as long as they existed as a society, in the shadow of Hyrule. They were strongly discouraged from developing a diplomatic body. Consequently, the task befalls the few most cultured among the peasant lot.
Lanayru - Fluent Speaker
Being suspended between two worlds, the people of Lanayru are naturally skilled in foreign langauges (especially their forebearers'). Often times then, the diplomat is also the translator which can serve to put the other part's representative more at ease and to more easily reach a common ground.
Deku - Peace Dealer
The Deku Scrubs don't really believe in mutual understanding, friendship between nations and what have you. They believe in money. To them, peace is a commodity that may be purchased and a peace talk is merely haggling a price. This has proven to be a surprisingly effective approach.
Moblin - Orate 'blin
While there's few things that Moblins like better than fighting and looting, they can appreciate the value of having others to share the risks (not necessarily the loot) with or simply someone to watch their back. The problem there is that the majority of Moblins are not exactly eloquent. There are few however who display a veritable gift (for Moblins standards) for the mystical art of "talking right". Interestingly these Moblins also tend to be somewhat cowardly, almost like they don't enjoy risking their life in fights as their brethren do, much to the latters' annoyance who feel insulted by their very existence. Still, they have proven a precious resource to establish alliances, thus the instinctive act of killing fellow Orate 'blins is not taken lightly.
Labrynna - Diplomatic Envoy
The Labrynnan have a somewhat pompous, passive-aggressive approach to diplomacy. They make a great show of putting considerable resources in their diplomatic attempts, often making offers that they know will make them look generous yet are unlikely to be accepted by the counterpart (an example of such could be offering a volcanic region to the Deku Scrubs, who are made of wood), using then the other parts refusal to justify their stricter positions.
Rito - Voice of the Wind
Much as the Zora like to flaunt that their culture spreads as far as the oceans, even they cannot deny that (to most other cultures) words travel through air. And there is no corner of the world that does not fall under the vault of the sky. So really when it comes to knowing the world and its people (and what they want), the Rito are second to no one.
Oocca - Order Keeper
Living in the sky, the Oocca usually don't trouble themselves with conflicts on the ground. When the situation escalates however, they make their voice heard, if only to quiet the ruckus that the ground people are making in the interest of everyone (but mostly their favorites).
Horon - Elected Representative
Priding themselves of their liberty many positions among the Horon people are elective, including their diplomats. Consequently their formation and approach may vary significantly but they won't usually be on the same level as profesionally trained ones.
Zuna - Brightest Flower
Obviously the name is not to be taken literally, but as is well known, flowers are an important decorative element in Zuna society and in this case it is used as an allegory for intellect, their brightest minds being selected for the important task of mantaining peace, as few things are of greater value to the Zuna than to keep friendly relations with their neighbours.
Guardians
Hyrule - Member of "The Group"
Normally Hyrule delegates its security and intelligence to their faithful shadows, the Sheikah. But even they cannot be quite everywhere and there are those among the people of Hyrule that question the shadow folk and their ways. This is why "The Group" exists, to handle internal threats that no one else seems able or willing to protect Hyrule from. Born out of this simple desire for security and protection, "The Group" is surprisingly open and diverse, including people not from Hyrule proper (such as round eared people from Ordon or the northern mountains) and not prejudiced in its activities. They respect the authority of their rulers and will generally follow any directives they are given but formally "The Group" does not exist and responds to no one.
Goron - Sworn Protector
No one knows fire like the Gorons and thus they are aware that fire is fought with fire, even if this means becoming the very thing you hate most. Much as they despise it, Gorons realize that sometimes the only way to protect themselves from certain sly and treacherous foreigners is to be rid of them even through secretive, dishonorable means. The Sworn Protectors have taken this duty upon them, with the blessing of their patriarchs. Even so, they live a life of penance for their actions.
Kokiri - Stalkid Sniper
Stalkids don't like adults in general to the point of being quite aggressive towards intruders. Imagine then how they feel about people whom they perceive as a threat to their forest and fellow Kokiri. When dealing with such targets that need to be removed without attracting attention, Stalkids forgo their regular darts in favrou of poisonous ones.
Gohma - Hidden Sentinel
Sometimes a faction may decide that it could be a good idea to send their agents among the Gohma, despite the evident ineffectiveness. There are many reasons why this usually bears no results, but should an agent actually succeed in proving bothersome to the hive, that's when the hidden sentinel will act. It no doubt had been trailing the foreign agent for a long time, possibly since it first entered Gohma territory, unseen, hidden somewhere dark and small, waiting for the order to be given.
Ordona - Vigilante
Ordonians are simple people, they're not cruel but practical. If you've entered their territory to stir up trouble, someone's going to put a stop to it. Vigilantes are volunteers moved by their love for their homeland and people, they discreetely inform the authority of their willingness to take up this duty and after succesfully passing a test to determine their worth will continue leading their regular life until someone slips them a name.
Deku - Irrefusable Offerer
As usual, everything is business to the Deku. Should you enter their homeland and cause them sufficient trouble, you would likely receive the visit of a distinguished Deku. The Gentleplant will let you know that it is a matter of life and death that it has a private chat with you, somewhere in public. It would be wise to meet the Deku there because what you're being offered is a way out. It would be then explained to you in no uncertain terms that you have two options in front of you. You may either accept a certain sum, not an extremely large one but enough to start from scratch elsewhere, and use it to disappear without leaving a trace, never to contact your government again... or you will be made to disappear soon. Well, the clock is ticking and time is money, what will it be?
Moblin - Mob 'blin
Moblins have a somewhat obtuse approach to assassination. Rather than do it solo and stealthily in the middle of the night, they usually do their business in a crowd in the middle of the day. Any foreigners that they don't like, as they wander their streets may find themselves with a large group of Moblins suddenly walking into them. Unless provoked with violence, they will distractly but fiercely use their body mass to push the target aside from any escort they have, claiming to be in a hurry and barking apologies. Now that's not something you can draw a sword about is it? Eventually the target will find themselves pushed out of sight and only a few moments after that the mob will spontaneously disperse around the escort. Rushing in the direction their charge disappeared into, they will likely find the poor fellow killed in some very unpleasant fashion. Now then, it's not the Moblins government's fault that this happened, foreigners ought to know that back alleys can be dangerous, after all, this is a town of crude barbaric moblins, isn't that what you think of them? The culprit? Who knows, it's a secret to everybody!
Darknut - Cleanser
Any Darknut could be a Cleanser, all it takes is for them to receive an order to kill. The Darknuts are not much for finesse when it comes to killing, so their method is simply to include not just their target but also any (non-Darknut) eye witnesses. Needless to say, this usually results in a bloodbath.
Stalfos - Haunter
Something that's common to most killers is that they don't want you to see them coming. The Haunter is quite the opposite. Once they are given a target, they will haunt their premises. Moving to other locales doesn't help, being on Stalfos controlled ground, the entire land is easy for them to haunt. The designated victim and its escort will suffer from a constant sense of fear, the feeling of being observed, ghastly visions, and eventually the visit of the haunter coming to kill its target (by this point the escort along with the target is too irrational to be effective). You'd think that it would be easy to just run away at the first sign of all this, especially knowing that this is their M.O. however the first symptom of the haunting is an inclination to irrationally dismiss any strangeness as something that can be explained as harmless (and this while residing among the undead), then a bizarre unwillignes to leave the haunted location (despite the desire to do so) and finally resignation that there is no way to avoid what is coming.
Fairies - Sleep Giver
Fairies are generally benevolent, but this should not be mistaken for naivete. They have their way to deal with troublemakers. To such people it sometimes happen that they'll go to sleep after a day pleasantly spent in the company of those they seek to harm... only to not wake up. It isn't exactly clear how this occurs, but suffice to say should an escort spot a pixie hovering over their sleeping charge's face while holding a tiny bag, it would be best to try and catch her. Escorts that failed to protect their charge report falling into an unnatural sleep while on guard duty, only to be woken up by a distant crystalline giggle. It is as of yet unclear whether this is actually part of the fairy's M.O. or if it's a common excuse used by those that failed in their duty.
River Zora - Deep Dragger
Much like the Moblins, River Zoras are rather blunt and overt. At some point as you find yourself near a body of water one of them will simply leap at you and drag you down. When succesful, no corpses were ever found. Naturally you can't really protest to their King as you'll just be told that it was certainly a rogue he's not responsible for. Now then you'd think it would be simple to avoid this fate, just by not getting close to water... but if you've entered River Zora territory, odds are you did to interact with River Zoras and they spend most of their time precisely in that element...
Horon - Trapper
Due to the nature of their society, the Horon don't really have trained assassins. What they do have however is hunters, ones who possess great knowledge of their territory. Which you don't. And the best thing about it? 't was just a hunting accident.
Zuna - Puncturer
The Zuna have very sharp stingers, it's very easy for one of them to "unintentionally" scrape somebody, even just by shaking hands or walking past them, especially in a crowd. Now then, the Zuna happen to be familiar with a poison that does not react immediately but when it does it is sudden and deadly...
Subrosian - Abductor
The Subrosians primarily live underground and normally no one is allowed in. So then when Subrosians want someone to be dealt with they simply take them down there. Forever. Given how jealosly guarded entrances are, rescue missions have proven unfeasible. But rumor has it the Subrosians are kind jailers and captives are allowed to live pretty good lives, if we forget about the whole never seeing the sun (or other members of your species) again and eating nothing but roots. Then again the rumors were spread by Subrosians so their veracity is in question.
Tokay - Tinkerer
Beware your personal effects when among the Tokay. Often they go missing... but sometimes they don't, and that could be worse. When the Tokay want to get rid of someone, they are known to craftily pilfer an item of theirs, quickly alter it and put it back. So if you realize one of your item has gone missing shrug it off, but if it did and you suddenly find it on yourself again, throw it away and run back to your homeland because you don't want to be anywhere near it as tinkered item have but one thing in common, they've been made deadly.
Imams
Stalfos - Great Necromancer
Among the rulers of the Stalfos there are those that are particularly skilled in mantaining control over a great number of undead in a large area, intensifying the control of other Necromancers. These Grand Necromancers are considered a precious resource and kept safely away from battle and it's not uncommon for them to be sent into enemy nations to prepare for an invasion.
Ikana - Voice of the Giants
Long, long ago, there were among the Ikanians those that genuinely revered the Four Giants. However as time passed and Majora's influence spread, this changed and now these priests merely retain the name and naught else of their ancestors.
Twili - Safekeeper of the Sols
The Sols are manifestations of the Twilight Realm's deities. As such, they are entrusted toextremely reliable and capable individuals that through them can perform divinations and banish as well as summon good and evil spirits.
Inquisitors
Gerudo - Swindlers of Secrets
Usually working in pairs, Gerudo are firm believers in the "bad cop, good cop" technique, taking it to the extreme, with one of the two Gerudo torturing their unfortunate captive while the other attempts not only to gain the prisoner's trust but often even make them fall in love. There's usually a stiff competition to see who will get the to the truth first.
Sheikah - Administerers of Truth
Among the so called civilized races, none has achieved equal mastery in the art of inflicting pain to the Sheikah. This gets them results... but they usually have to be double checked by their spies as prisoners are known to confess the wildest things just to make it all end.
Labrynna - Interrogator
Labrynnian inquisitors generally prefer to employ psychological torture in its various forms (not so much actually inflicting pain but rather illustrating what will befall their prisoner should they not get their answers) but if need be, they are not afraid to get their hands dirty either.
Ikana - Soul Wrencher
To the Ikanians it's not much of a worry that their prisoners may die without revealing their secrets. In fact, it's part of the course. They have found that the dead can be extremely talkative as they may be subjected to much more exquisite tortures.
Twili - Mind Twister
When creating their Shadow Assassins, the Twili don't only alter bodies but also minds (reducing them to subservient creatures of limited intellect). There are some that specialize in altering minds so that they may have even the most closely guarded of secrets revealed to them.
Merchants
Hyrule - High Class Wholesaler
Belonging to the largest nation in the world, the merchants of Hyrule can often have quite a bit of an ego. They rightly pride themselves in the quality of their, fittingly expensive, goods.
Goron - Traveling Arms Merchant
Being able to literally swim in molten lava, the Gorons are among the finest swordsmiths in the world. It is not uncommon then for a Goron to travel into foreign countries to help his nation profit from such high craftmanship.
Zora - Coral Vendor
The Sea Zoras are extremely skilled in cultivating coral. In fact, unknown to many, their houses below the water are often made of coral purposefully grown to the appropriate shape. It is no surprise then that this would also be their primary export.
Kokiri - Aspiring Trafficker (Unlocked after contact with cultures from outside the forest)
While the Kokiri do have shops in their towns, this has always been more of a game to them than a serious profession. Upon contact with the outside world however, some Kokiri have risen to the challenge of taking their business to the next level. Whether they can actually make a profit in the harsh world of commerce outside their forest or if they'll come home having lost everything they left with remains to be seen.
Ordona - Sundries Salesman
Ordonians are known to sell a wide varity of things for cheap prices, be it clothing made out of goat wool, harvesting tools or even bee larvaes. Most often though it'll be goat milk and produce.
Lanayru - Fish Merchant
Breathing underwater makes fishing a smidge easier. It's no surprise then that Lanayru's primary export would be fish.
Deku - Business Scrubs
Some consider Business Scrubs to be the definitive merchants. They deal in just about anything and it is something of an event to find something cheaper than what a Business Scrub can sell it for. Unless they placed themselves where they KNOW you'll need their wares (such as a scrub selling red medicine in front of dangerous cave full of riches), then they'll inflate their prices suitably.
They tend however to be extremely specialized (each Scrub selling but ONE thing) and hard to find. Furthermore, novices tend to get nervous and unintentionally pelt potential customers with nuts... they'll learn.
Labrynna - Artisan
If it's broken, take it to a Labrynnian. A common saying that's often worth listening to. Labrynnian artisans are both skilled in crafting tools as well as repairing and improving them.
Rito - Courier
The Rito are not farmers nor shepherds. They're not especially good with metals nor wood. They are decents fishermen but not so much they can compete with the Lanayru. But they have one thing they can sell: their speed. Want to trade with a far away place? You can do it through the Rito. They will take your messages back and forth as you haggle prices and finally your goods when the deal is done. But they won't do it for free of course. Gotta sell something that spoils? No choice, have to go through the Rito. It is believed that almost every race does a significant amount of its business through the Rito and their network, which makes their small fees more than sufficient toturn in a considerable profit.
Horon - Crop Salesman
In Holodrum people tribute great importance to nature and the seasons and therefore, obviously, the harvest. Cucco eggs from Holodrum are also considered a delicacy in foreign lands.
Zuna - Fatigue Reliever
If tehre is one thing that anybody will readily concede to the Zuna's credit besides their hospitality it's that they know how to relax. Skilled both in massage and acopuncture, it's not too uncommon for Zunas to travel outside their land and make a profit off these arts.
Tokay - Trader (Unlocked upon obtaining any territories outside of Crescent Island)
Arguably the worse mercahnts in the world, even below the limited skills of the Kokiri, Tokays are extremely easy to take advantage of. Generally they prefer to trade whatever they have in their possession rather than sell it... but they often ignore the value of the items they are dealing with and so are easily conned. Then again, the goods were probably stolen in the first place, so it hardly matters to them.
Priests
Hyrule - Priest of the Golden Three
Said to be the closest to the Gods, the Hylians of course have an abundance of priests to help commute with them.
Gerudo - Priestess of the Sand
While believing in the three Golden Goddesses, the Gerudo's primary object of worship is the Goddess of the Sand. Some theologists believe her to be merely a manifestation of Din, but it's probably better not to try and discuss this with a Gerudo.
Goron - Messenger of the Mountains
Rather than praying directly to the Gods, the Gorons go through intermediate passages. They entrust their pleas to a Goron appointed as Messenger who spends most of his time praying at the nearest volcano (which gives their skin a cinder black coloration) so that these pleas may be heard by the Mountain Spirits that will then deliver them to the Gods.
Zora - Jabu Priestess
Before the three Goddesses the Zora's worship goes primarily to their Guardian Deity, Jabu Jabu. These prayers are led by Priestesses, the most important of which is also the Zora Princess who is in charge of caring for the Guardian Deity.
Lanayru - Disciple of the Light within Water
The people of Lanayru of course are followers of the Light Spirit after whom their land is named. Lake Hylia, where the Light Spirit Lanayru resides, is the destination of regular pilgrimages led by the Disciples. This Pilgrimage is also undertaken by a surprising amount of devouts from Hyrule, which can sometimes spark some friction.
Darknut - Herald of the Way
The Darknuts don't really have priests in the same manner as other cultures do. They have individuals whose profound knowldge of the Darknuts' ways and ethos made them into the moral compass of their society. Rather than leading their kin into prayer, they lead them into deciding what to do with themselves and how to best aid their society.
Sheikah - Grand Priest of Shadows
The Grand Priests of Shadows have one primary duty: to contain and supress the malice that people all too often leave behind them. If it wasn't for the Grand Priests' work over ages past and especially after the bloodiest of wars, the wandering dead animated by hatred and regret would probably outnumber the living by now.
Rito - Valoo Priestess
When it comes to religion, the Rito are not at all different from the Zora, except rather than Jabu Jabu they worship the dragon Valoo. One major difference is that the role of attendant for the Deity is not inherited along a royal bloodline (unsurprisingly since the Rito do not have royalty) but simply appointed by the previous one.
Spies
Gerudo - Seductress
The beauty of Gerudo women is reknown across many nations and it is therefore not so uncommon for many to throw their caution to the wind and let themselves be accompanied by one. And once you've access to someone's bedchamber, their secrets are usually laid bare to you.
Goron - Stone Beholder
Spies among Goron lead a rather unhappy existence. Their profession, considered less than honorable, is barely tolerated, even more so than that of the Sworn Protectors (who are, at least a purely defensive force). Even so, there are patriotic Gorons who believe this to be the right thing to do. Unfortunately, being massive in size and somewhat clunky, Gorons make pretty terrible spies. Their best trick is to paint themselves to resemble rocks even more and then curl up where they hope to listen to some enemy secrets.
Kokiri - Faux Orphan
Human children are harmless. A belief held even among factions that have nothing human about them. So what better disguise for a race of eternally young kids than to pass for a human orphan? Whether begging for food or playing with other (genuinely human) children, the Kokiri generally have an easy time moving undisturbed behind the enemy lines.
Ordona - Self-taught Spy (Unlocked upon gaining as many or more teritories than Hyrule)
The notion that Ordona may have its own spies was severely frowned upon by Hyrule. Consequently, any spies Ordona can scrunge up are typically volunteers that did not receive any formal training.
Lanayru - Beigeskin
Unlike their Sea Zora ancestors, the people of Lanayru have skin varying in degrees from blue to beige. This color, being very close to the widely spread pink of human skin, makes those that are born with it much more suited for undertaking the job of spy as with just an cloak they may be able to pass for human unless closely examined. Naturally, there are also blue skinned spies trained specifically to work amongt the Sea Zoras but not nearly as many so the name Beigeskin stuck.
Deku - Planted Listener
As is to be expected, Dekus are very good at camouflaging themselves among plants. This combined with their diminutive size makes them fairly good spies. Their favorite trick is, of course, digging themselves into the ground and wait to overhear useful information, hence their name.
Sheikah - Eyes of Darkness
Widely recognized as the best spies for the same reasons they make the best assassins, the Sheikah do not have a definite modus operandi, are able to hide in plain sight and are known to vanish into thin air on the rare occasion that they should be spotted.
What's more, they benefit from a whole network of stones placed all over the land that silently observe and listen to their surroundings, to reveal what they know only to those that bear the Eye.
If you have the Sheikah against you, you might as well consider all your plans leaked from the get go and face them head on... provided you make it alive to the battlefield.
Labrynna - Espionage Operative
Intelligence gathering is taken extremely seriously by Labrynna. Their spies are carefully selected at a young age and given rigorous training. This gives them an edge over most of the other factions in this regard.
Fairies - Black Fairy
Male fairies are extremely rare, even more than purple Pixies, so much so that few are even aware of their existence. These fairies have very little magic and there's no record of any of them growing past the diminutive size they are born with. They have however a distinctive trait, they glow of an unearthly black light. If not for their wings, they would be impossible to see at night (unless blocking the light cast by a torch, of course). Their wings are therefore painted black and they are trained to move without emitting their typical jingling noise so they can be employed as spies.
Twili - Shade
Shades are Twilis that have been altered to literally become shadows within the light of the world they are invading. Being able to hide within other shadows their abilities as spies rivals even that of the Sheikah.
Wizzrobe - Unseen
Among the Wizzrobes are some that can temporarily disappear, a technique generally used during combat to surprise the enemy. Some of them however, have improved their skill to remain invisible for significantly extended periods of time. These Wizzrobes become dedicated spies and extremely effective ones at that.
Rito - Celestial Watcher
How do you keep your secrets from such someone whose eyes are trained to see at a greater distance than you can dream of? How do you catch a spy that can fly anywhere they please and hide in blind spots on roofs, tall rocky formations and among tree branches? Not easily as at all, that's how.
Horon - Pretend Artist
The people of Horon have a long tradition of musical and dancing performers. The nobles and rich of many other countries pride themselves in being able to have such troupes come all over to their palaces to entertain their guests. Some of these artists are however more than what they appear to be...
Subrosian - Night Cloak
The Subrosian are all naturally secretive, it's no surprise then that they would be very skilled at being stealthy. Subrosians that choose to work as spies, will often wear jet black cloaks to blend in with the night.
Witches
Hyrule - Potions Witch
For as long as is remembered, Hyrule has always had witches mixing up potions with strange ingredients... and strange are their effects as well. One of their potions might revitalize a soldier while a sprinkle of some of their magic dust could turn him into a hamster. They are an unpredictable bunch.
Gerudo - Desert Witch
In the remote parts of the desert some Gerudo occasionally wander off to be alone and practice their magic arts undisturbed and unregulated. Those that survive can either rejoin their people or continue to act on their own and use their powers for their own interests.
Zora - Witch of the Deep
Similarly to the Gerudo, some Zoras who wish to practice true magic unbidden by their kin will at times isolate themselves in the depths of the sea. Spending their life under the pressure of so much water and warped by the magic powers they sought, their bodies change in strange ways, more often than not to hideous effects. Sprouting tentacles, shark teeth, transparent skin and flesh and the Gods know what else, they can hardly be identified as having once been Zoras. It is very unlikely for such creatures to ever return to the surface, but if they do, they probably have some purpose guiding them.
Sheikah - Shadow Sorcerer
Dealing with obscure powers and vast, lingering malice, as well as being tasked with duties of protection, spiying, even assassination and interrogation (involving torture), the SHeikah continously monitor their brethren for signs that they may be turning from wardens of the darkness to its heralds. This constant suspicion only adds more pressure though and so this occurs more often than they would ever admit. Generally, the Sheikah are able to spot and dispose of these traitors immediately, but that is not always the case. Particularly hard to catch are shadow sorcerers who can use their powers to escape. Even just one of these rogue elements can cause immense problems to any settlement unfortunate enough to receive such a guest.
Labrynna - Witch of Time
The Land of Labrynna has for many generations been called the home of the Oracles of Ages. This has given it a profound connection to time that some witches seek to exploit for their magic arts.
Horon - Witch of Nature
Similarly, the land of Holodrum, being the home of the Oracles of Seasons and even featuring the Temple of Seasons has a strong connection to nature, that can too attract pratictioners of magic.
Ikana - Hexes Crafter
Ever since a past long lost to the mist of time, the people of Ikana and the Garo have possessed the knowledge and ability to craft items that would cast extremely powerful hexing rituals. These have led to several catastrophes and were eventually outlawed... but never compeltely stopped.





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