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Characters / Hyrule Conquest Naturalistic

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This page contains the Naturalistic factions.
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  • In Harmony with Nature: Naturalistic factions seek to exist in harmony with their environment, rather than control and conquer it. Their peoples tended to prefer living in the wild as opposed to towns and cities.


The Kokiri are the descendants of an infamous group of Hylian bandits that made their bases inside the forest of the same name. These bandits made the unfortunate mistake of attacking the ancient Deku Trees, and as a result their leader gathered many of the forest creatures and slaughtered the Hylian Bandits. They did, however, spare the children of these vile people and with them, the Great Deku Tree began a great transformation. Over a century later, the Kokiri have grown and evolved into a creature slowly becoming more plant than animal. While under the influence of the Great Deku Tree they do not age, and when the time is deemed right a Kokiri can metamorphosis and transform into a Korok to reproduce and spawn more Kokiri.

When faced with a fight, the Kokiri are able to rally large numbers of fighters in short order. Their armies usually are not very organised, and a Kokiri is more likely to pick up the nearby kitchen knife rather then stock up on professional grade armaments. The Kokiri also tend to be very well-supplied, and their troops can last much longer on the battlefield before getting tired because of this. Their small size and lack of warfare training mean that individually the Kokiri are a rather unremarkable force however. They tend to be very easy to scare, and it's not uncommon to see the Kokiri turn and run when faced with a more powerful foe.
  • The Ageless: Kokiri don't age and always stay in the form of a child until transforming into a Korok.
  • An Axe to Grind: Grove Watchers can cleave predators and enemies alike with their axes.
  • Beast of Battle: Hunting Foxes, which are used by the Kokiri in battle and hunting.
  • Brats with Slingshots: Kokiri slingshots.
  • Child Soldiers: Subverted with the Kokiri; they look like children, but they're actually as old, if not older, than most adults of other species.
  • Enemy Mine: The Kokiri have to ally with their predators, the Wolfos, to protect the forest from the Gohma.
  • Evolution Power-Up: Each Kokiri has to turn into a Korok during his life. After the Great Flood, all Kokiri become Koroks permanently.
  • Hidden Elf Village: The Deku Tree's Grove and the Sacred Forest Meadow.
  • Hobbits: They are essentially Hylians who had their growth hormones messed up and look like a weird mix between child and adult.
  • Horse of a Different Color: Kokiri ride deer, Wolfos and Deku Trees into battle.
  • In Harmony with Nature: The Kokiri live in tune with their environment, rarely disrupting the ecosystem.
  • Metamorphosis: Kokiri turning into Koroks.
  • Nature Spirit: Deku Trees are the ancient, reclusive lords of the Kokiri Forest.
  • Older Than They Look: Many Kokiri are actually more than a century old, despite their biological age of around 10.
  • Plant Person: The first Kokiri slowly evolved into plants, culminating with evolving into Koroks. Deku Trees are walking trees that can speak and gobble up enemies.
  • Predecessor Villain: The Kokiri bandits.
  • Really 700 Years Old: Many of them have lived more than 100 years but look like children.
  • Savage Wolves: The Wolfos frequently eat Kokiri until they are forced to ally against the Gohma.
  • Stone Wall: The Kokiri are not good at offence, but it is difficult to plough through hundreds of child-sized soldiers; contrasting with the Gohma, whose offensive capabilities are superior but can also be easily swatted by enemies.
  • Tree Cover: The Deku Trees house Kokiri slingshots in the foliage.
  • Unusual Ears: The Kokiri are notable for their disproportionately huge ears.
  • When Trees Attack: The Deku Trees, who can now apparently move around and gobble up enemy soldiers.
  • Was Once a Man: The original Kokiri were children of Hylian bandits that the Deku Tree spared from the massacres, and transformed into immortal plant-like people.

One of the most ancient beings in Hyrule, the Great Deku Tree assumed fathership of the Kokiri after his kind won a war against their violent ancestors. He has since shaped the Kokiri generation after generation, altering their nature on the path to becoming Koroks. Though the Great Deku Tree is lethargic and rather aggressive at enforcing an isolationist policy, he only does so to keep the Kokiri safe from outside influence and the horrible wars that have ravaged Hyrule. Despite his best efforts, it was only a matter of time before his walls came down and war was brought to his grove.
  • Everyone Calls Him "Barkeep": Kasuto's name has been lost to time, he is usually called the Great Deku Tree.
  • Gentle Giant: Kasuto is a giant, peaceful tree who preserves nature in the Kokiri Forest.
  • God-Emperor: His children tend to worship the Great Deku Tree as a deity.
  • Green Thumb: His powers as Sage of Forests include controlling the growth and transition of life.
  • Large and in Charge: He's big even by Deku Tree standard and is huge compared to his midget children.
  • Last Request: As the forest begins to wither, Kasuto had a final request for his children: take the last of the Deku Tree Sprouts, shed their animal bodies, becoming Koroks and vow to abandon war forever.
  • My Beloved Smother: Gender-inverted. Kasuto is an overprotective father who screws up his children by never teaching them how to be true adults.
  • Named by the Adaptation: In the original game he is simply called the Great Deku Tree.
  • Papa Wolf: Kasuto is a kind and benevolent father figure to the Kokiri.
  • Plant Person: He's a Deku Tree, can move around, speak and kill people.
  • Time Abyss: Kasuto's age is never exactly specified, but it is known that he is very ancient.
  • Weird Beard: Made of roots.
  • When Trees Attack: An immensely powerful being both physically and spiritually, few things short of a massive barrage of fire can stop him should he uproot to fight.
  • Wise Tree: This tree is one of the wisest beings in Hyrule.

Birthed to become the heir to the Great Deku Tree's Sagehood and Queen of the Kokiri, Saria was his most prized creation. Despite his attempts to protect the Kokiri, Saria was killed in battle and the Great Deku Tree was forced to awaken her as a Sage much earlier than he anticipated. Saria was known for her optimistic outlook on life, even after facing her untimely death. She was extremely fond of music and was quite skilled in playing the Ocarina, Fiddle, and several other instruments.
  • The Ageless: Doubly so, being both a Kokiri and a Sage.
  • Archer Archetype: Saria's preferred weapon is a bow
  • Badass Adorable: Don't let her tiny size fool you, Saria will be cutting quite a swath through the ranks of enemy soldiers.
  • Blessed with Suck: Being a Sage is almost like being a willing slave, you pretty much just do the dirty work of the Goddesses and not much else and centuries of that takes its toll. If you prepare for the task it probably isn't that bad since it's what you've striven for, but Saria was chosen against her will and mournfully notes how empty she feels inside after her Emergency Transformation.
  • Break the Cutie: Kasuto's death wasn't very beneficial for Saria's mental health.
  • Celibate Hero: Saria brutally rebukes Mido when he proposes her to be his queen, because Kasuto completely forbids such relationships. She was an item with Link for a time, but they ultimately became Amicable Exes after confronting the fact that one of them wasn't aging.
  • Dishing Out Dirt: Saria can manipulate the forces of rock and earth to some degree, creating crystalline shards of emerald.
  • Green Thumb: She gains the power to control the growth and transition of life after inheriting Kasuto's Sage of Forests office.
  • Knight In Sour Armor: As a Korok, she's far more pessimistic and rude, but she's still a noble person who wants the best for Hyrule.
  • Little Miss Badass: As a Sage, her powers far exceed what you'd expect from a little girl.
  • Nice Guy: Saria is known for her empathy and kindness while she is a Kokiri. Sadly her Break the Cutie moment causes her to become pretty cynical for a while.
  • Plant Person: Especially after her transformation into a Korok.
  • Precocious Crush: Saria seems to have the hots for Link.
  • You Are in Command Now: Saria becomes Queen of the Korok after the Gohma killed Kasuto.
  • You Gotta Have Blue Hair: Or rather green hair, which is not a natural hair colour either.

See Gohma

Mirora briefly served as the head Chief of the the Kokiri after Mido's exile from the Forest. Although not quite suited for governance, Mirora's years of experience defending the borders of the Forest made her an ideal general. Mirora was known for her rather short temper, especially for a Kokiri. She preferred to solve problems through force and saw ranged weapons as dishonorable.



    Kasuto II 


The Deku Tribes

The Deku Scrubs are very small, roughly one to two feet in height, plant people and aree all capable of storing seeds and nuts and firing them out of their iconic snouts as projectiles. Because of their small size and the universal notion that they are pests, Deku Scrubs are looked down upon and, over time, have become a largely aggressive and angry people. Even among themselves they often fight, and as a unified empire, they are only held together loosely by a supreme king.

Because of their loosely aligned nature and wide variety of cultures, a Deku army is usually composed of many different types of Scrubs. Virtually all Deku units are ranged to a degree, and because of their small size and affinity for the land, they usually have tremendous bonuses when fighting amongst flora. Despite their variety and skill fighting in different landscapes, the small size and selfish nature of each Deku makes them a very weak combatant individually that's more likely to flee then stand and fight. A Deku army must usually keep their distance when fighting, as very few Deku Scrubs are willing to charge into an enemy force head on.
  • Armless Biped: Underlings, Scrublings, Bubblings and Nutlings have two legs and no arms.
  • Beast of Battle: Peahats, Orhats, Pikits, Snap Dragons and Manhandla are non-sapient creatures used in battle by Deku Scrubs.
  • Beware the Silly Ones: The Scrubs are designed to be the comic relief of the game. They treat everything uber-seriously but are essentially an army of angry gerbils that everyone laughs at. Other than this though, they are a legit faction that can compete with the others.
  • Big Creepy-Crawlies: The Orhats are far bigger than insects ought to be.
  • Bullet Seed: All Deku Scrubs can launch Deku Seeds from their mouths.
  • Death from Above: Scrub Thopters can fly and drop explosive nuts on their targets.
  • Dirty Coward: Scrubs tend to be selfish and are more likely to flee than fight.
  • Fantastic Racism: The Deku Scrubs hate the Deku Trees (whom they claim to have stolen their trademarked name) and most animals, especially the Kokiri, Lizalfos and Deku Monkeys. The only notable exception is the Orhats, insects used by them as artillery.
  • Fragile Speedster: Most Scrubs are ranged, can hide from enemies and have a speed advantage compared to other armies. Their small size and selfish nature also make them very weak combatants individually.
  • Glowing Eyes: Glowing yellow eyes are a common feature shared by all Scrubs.
  • Goddamned Bats: The Deku Scrubs are an In-Universe example. Deku Palace is recorded to have been constantly but unsuccesfully assaulted by Kokiri, Lizalfos and Monkeys. Why? Because the Scrubs kept endlessly harassing all of them.
  • Hair-Trigger Temper: Deku Scrubs are naturally angry and eager for battle.
  • Hive Caste System: Underlings, Guardlings, Bubblings, Nutlings, Hornlings, Conductors, Delegates and Business Scrubs all have distinct morphological features and serve different roles in Scrub society.
  • Horse of a Different Color: Deku Scrubs ride and mount Deku Babas and catapult howdahs on Orhats.
  • Hot-Blooded: The Scrubs are rather prone to irritation and anger.
  • In Harmony with Nature: Deku Scrubs tend to coexist with rather than dominate their environment.
  • Malevolent Masked Men: Odolwa's Witch Doctors always wear creepy-looking Odolwan Masks, often refusing to take them off.
  • Man-Eating Plant: Pikits, Peahats, Snap Dragons, Deku Baba and Manhandla are plant-like monsters with a taste for meat.
  • More Teeth than the Osmond Family: Try to count the number of teeth of a Snap Dragon.
  • The Napoleon: They are incredibly short, have a complex because of it and are known for their short tempers.
  • The Plague: Deku Scrubs have a disease called Mad Scrub disease or Orange Blight, that slowly increases unrest on towns and if not contained, will lead to outbreaks and revolts.
  • Planimal: Deku Scrubs and the various creatures they use in battle. Though they are plants and can perform photosynthesis, they are actually mixotrophic, feeding on Deku Nuts (Scrubs) or animals (Pikits, Manhandla, Snap Dragons, Peahats), because the energy generated by photosynthesis is not enough to feed a hyperactive creature that bounces around everywhere.
  • Plant Person: The Deku Scrubs are sapient plants.
  • Shoo Out the Clowns: The most clowny faction in the game is the one that gets absorbed into Termina.
  • Speech Impediment: Because of their mouth structure, Scrubs tend to have difficulty pronouncing foreign languages.
  • Spin Attack: Manhandla can barely be controlled in battle as they spin and flail chaotically at their enemies.
  • Starfish Language: The Scrub language, consisting of musical chirps and whistles, is extremely difficult to understand and learn for others.
  • Stealthy Colossus: Despite their size, even the biggest Orhats can hide anywhere.
  • The Symbiote: A Manhandla is actually a symbiotic collection of five individuals: a large flower provides movement while the four smaller snake-like plants catch prey to feed themselves and their host.
  • Trapped in Another World: In 138 AG, the Deku Scrubs are absorbed into Termina by Majora.
  • Witch Doctor: Cultists of Odolwa are known as 'witch doctors'. They are capable of casting hexes to decrease the performance of enemies.

    King Kud-loh-kan 
Perhaps one of the most powerful rulers of the Deku Scrubs, King Kud-loh-kan was the first of his race to unite every single tribe under one banner, albiet only temporarily. His success did not arise from the people's favor however; King Kud-loh-kan ruled like a tyrant and constantly threatened his people with executions. Despite his angry demeanor, the King's motivations seem to be rooted in his love for his daughter. Though kept secret, he had been struck with a case of Mad Scrub and wished for her to replace him on the throne after his passing.
  • Bad Boss: He is known for being tyrannical and constantly threatening his subjects with executions.
  • Cool Hat: A 'hat' made from a large fruit.
  • Even Evil Has Loved Ones: Despite being a jerk and tyrant, Kud-loh-kan's motivations seem rooted in his love for his daughter.
  • Genghis Gambit: The Deku King unites the quarrelling tribes into a cohesive fighting force by making them fight other races instead.
  • Jerkass: He's definitely not a pleasant person.
  • The Napoleon: Like all Scrubs, the Deku King is very short compared to other races. He is still a ruthless leader, though.
  • The Purge: Everyone who mocks the Deku King is punished by death.
  • Your Days Are Numbered: Kud-loh-kan knows that he is infected with terminal Mad Scrub disease and will die soon.

    Princess Kad-a-kana 
The only daughter of King Kud-loh-kan, Kad-a-kana may not have been the one sitting on the throne, but she was certainly the one calling the shots. Her father could not help but give into her demands, and many of the Scrubs wondered just who exactly was in charge. Things would change once the King was diagnosed with Mad Scrub. Princess Kad-a-kana was noted for her long bouts of sadness, punctuated by violent bursts of anger. When her father became a victim of the terminal Mad Scrub, her motivations and intentions turned to darker places elsewhere.
  • The Man Behind the Man: King Kud-loh-kan could not help but give into Kad-a-kana's demands, and many Scrubs wonder just who exactly is in charge.
  • Mood Swing: Princess Kad-a-kana was noted for her long bouts of sadness, punctuated by violent bursts of anger.

A brilliant engineer, and the only friend of Princess Kad-a-kana, Kado was at the forefront of creating siege engines and other contraptions for Scrub-kind. He has an endless fascination with watching things fall to the ground... usually as a result of one of his new catapult inventions. Kado was rather small, even for a Deku Scrub, and was often considered a joke most of his life. After compensating with his clearly more-exercised brain, and ending up in the King's favour, his lot in life changed quite considerably. He currently serves as an advisor to the Princess, and has grown concerned with her interest in ancient Odolwan rituals.
  • Ambadassador: His careers include diplomat, battlefield engineer, and much more.
  • The Engineer: Kado is the designer of the Dekupults and often operate them on the battlefield.
  • Geek Physiques: Kado is small even by Scrub standards, as well as one of the smartest.
  • It Can Think: He's much more intelligent than the rank-and-file Underling.
  • Jack-of-All-Trades: He can work in many jobs but isn't an expert at any of them.

    Voice of Odolwa 
The current head of reviving the ancient worship of Odolwa, this nameless Scrub has long built shrines and temples dedicated to the lost deity. For most of his life, the Scrub population at large had mostly ignored him and his warnings. Recent times have proven his patience well-placed. With the King stricken by Mas Scrub, his daughter has desperately turned to the leader of Odolwa's Cult for a cure.
  • High Priest: He's the leader of the cult of Odolwa.
  • No Name Given: His real name is unknown, and he's only ever known as the Voice of Odolwa.
  • Witch Doctor: He's a Witch Doctor, cultist of Odolwa.

Fairies of Tarm

One of the oldest and most mysterious races of Hyrule are the Fairies. Small glowing creatures that drift with the wind, Faries have for the most part acted peaceful and have even saved the dying from death. In recent times however the fairies have almost completely vanished from Hyrule without a trace. Signs seemed to point that they have migrated far to the northeast and into the land of Holodrum, and those that pursued the matter further discovered their gathering place at the legendary ruins of Tarm. According to legend, the Ruins of Tarm fell from the sky and around its resting spot the ancient Tarminians worshipped the structure as if it were a deity. In return for their fealty, the Ruins of Tarm would save the dying Tarminians just before their last breath. Historians often connected this resurrection with the use of fairies, and the fact that they have been gathering there seems to confirm the theory and prove that perhaps the fairies originated from the fallen Tarm Ruins.

The average Fairy is small, only slightly larger than a fist. Great Fairies tend to be much larger, some reaching heights of up to ten feet. The true form of a fairy is unknown, though Great Fairies will often appear as an extraordinarily beautiful female of the observer's race. The fairies have no real need for rupees, and as such they can field as many soldiers as they desire so long as there are enough fairies in the area. Because of this the Fairies can assemble a massive army in short order and easily catch a developing kingdom off guard. Regardless, the tiny size of fairies makes them very poor combatants: one well placed whack of the hand can knock one out and potentially kill it.
  • Amazing Technicolor Battlefield: The Fairies are the most colourful faction in the game bar none, and any match involving them will be guaranteed to be dazzling.
  • Army of Thieves and Whores: During times of war and conflict, Fairy criminals are given a chance to pay for their crimes by serving as soldiers in battle. Successful servitude would often free them from the confines of their prison.
  • BFG: Gates of Tarm, giant 'cannons' able to open a giant inferno of twisted pink magics below marching armies.
  • Chainmail Bikini: Mad Mystics seem to wear nothing but frilly thongs and bras into battle.
  • Crippling Overspecialization: The Fairies are absolutely horrible at melee combat. Except why does that matter when almost all of their units can shoot lasers.
  • Discard and Draw: Dezaia's unique upgrade Pendant of Chains prevents Great Fairies from using magic or flying, but give them heavy armour and swords instead, essentially turning them from ranged mages to heavy infantry.
  • Dual Wielding: Dezaia's Great Fairies are stripped of magic and instead wield two swords.
  • A Form You Are Comfortable With: The Fairies' true form is not that of insect-like humanoid women, like how they appear to other races.
  • Garden Garment: Mad Mystics wear 'bikini' made from leaves.
  • Glass Cannon: Fairies can quickly kill enemies with dazzling beams of death, but can as easily be swatted aside by normal soldiers.
  • Good Scars, Evil Scars: Cut off from magic because of their terrible body damage, Banshees usually keep their injuries and scars visible for their enemies to witness.
  • Go Mad from the Isolation: Mad Mystics, Great Fairies living far from Tarm's influence, have been driven to near insanity from their extended isolation in the harsh wilderness and are looked down upon by others of their kind.
  • Humanoid Aliens: Fairies look fairly humanoid despite coming from outer space.
  • Large and in Charge: Normal Fairies are the size of a fist while Great Fairies are over three metres tall.
  • Long-Range Fighter: Fairies are very poor fighters as a whack of the hand can easily crush one.
  • Multi-Armed and Dangerous: Great Fairies and Mistwalkers have four arms each.
  • Mysterious Mist: The Tarm Ruins, one of the most mysterious places in Hyrule, are covered in a thick mist.
  • One-Gender Race: There's never a mention of male Fairies.
  • Our Banshees Are Louder: Often the victims of assault, combat, or some other grievous injury at the hand of outsiders, a Banshee would fall into a furious state of vengeance that often would never go away.
  • Our Fairies Are Different: They are mysterious creatures that look like insectoid women, live in a Hidden Elf Village and wield technology so advanced to be often mistaken as magic.
  • Power Floats: Great Fairies float a few decimetres in the air.
  • Put the "Laughter" in "Slaughter": Mad Mystics are not afraid to use their magic up close and personal and will glide, dance, and fly through their enemies while laughing.
  • Rock Monster: Golems, walking constructs created from Thunderbolt Rock and animated by a squad of Fairies.
  • Schizo Tech: While most races on Hyrule have only pre-industrial technology, the Fairies have developed interstellar travel, mind control, laser beams et cetera.
  • Spider Tank: Striders are giant, bug-like automata animated by the mysterious magic of Tarm.
  • Squishy Wizard: Fairies are one of the most mage-heavy factions in the game, as well as one of the squishiest.
  • Stripperiffic: Mad Mystics wear little clothing in their humanoid form.
  • Teleport Spam: Phantoms of Tarm, whose ability to vanish and reappear makes them a valuable tool for confusing enemy movements.
  • Witch Species: All Fairies are inherently attuned to magic, except those that have been specifically cut off from it.

The mysterious force at the center of the Fairies' power, almost nothing was ever learned of this entity during its time in Hyrule. The Fairies consider Tarm to be nature itself, the force from which all forces of nature are derived. The land around Tarm was said to warp and shift, slowly becoming more dream-like. Those that did not turn back, at least according to legend, would be lost forever. No one, not even the Fairies, have ever communicated directly with Tarm. Many are unsure it even has a mind of its own, despite the Fairies' belief. What was clear was the destructive power of Tarm when the Fairies brought it against their enemies. Surrounded by dozens of dancing and worshiping Fairies, entire armies would blink out of existence before the monolithic figure in battle.
  • Captured Super-Entity: Tarm is sealed by Veran and Dezaia in their uprising in an attempt to control the centre of the Fairy civilisation.
  • Eldritch Abomination: It isn't clear at all who, or what, Tarm really is.
  • Genius Loci: Tarm is viewed as nature itself, the force from which all forces of nature are derived.
  • Single Specimen Species: There doesn't seem to be any other of Tarm's kind.
  • Time Abyss: Tarm has existed for far longer than recorded history itself.
  • Tron Lines: Tarm has faint blue lines all over its body.

    Queen of All Fairies 
Little was ever discovered of the Queen who ruled over all the Fairies of Tarm, not even her true name. She often assumed a very-childlike appearance and mannerisms, both of which betrayed her overwhelming intellect and clearly god-like power. To the few individuals who personally met the Queen of All Fairies, she was described and curious and easily amused, filled with child-like glee and wonder at encountering friendly outsiders. One individual saw through her though, he saw countless generations of war, suffering, trauma, and loss that this somber and incredibly ancient being had been a witness to.
  • Creepy Child: She often assumes a very childlike appearance and mannerisms, both of which betray her overwhelming intellect and clearly god-like power.
  • Everyone Calls Him "Barkeep": The Queen of All Fairies is never called by her true name.
  • Instant Seduction: Valanvi can seduce any individual, regardless of neither sex nor species.
  • Named by the Adaptation: In the original game she is simply called the Queen of Fairies.
  • Pride: She considers Queen the only appropriate title for her.
  • People Puppets: Valanvi can control other fairies like puppets.
  • Time Abyss: Valanvi is very old, the only currently living beings older than her are the Goddesses, the five surviving Druthulidi, the First Sages, and Tarm.

Dezaia was once a powerful Great Fairy that rivaled almost all others. Her ambitions grew too high, and she believed she could conquer Tarm and command the forces of Nature under her will. After instigating a civil war, she was eventually defeated. As punishment for nearly tearing apart their society, Dezaia was cut off from magic and bound forever into a suit of armor that served as a prison. Unlike other Bounded, Dezaia's free will has been completely removed as part of her sentence. The Queen of All Fairies directly controls her much like a puppet, and she serves as a living example for all other would-be Fairy criminals. During times of war, Dezaia is often deployed into battle to frighten off would-be invaders.

Throughout history there have been many Fairies that left the safety and influence of Tarm, seeking out a life in the wilderness. After centuries of exploration, many of these wild Fairies came to answer to Venus as their leader. While autonomous to some degree, Venus and her collection of Mad Mystics would return to defend their kind when war threatened their sisters. Venus herself suffered many of the symptoms that other Fairies fell victim to after spending centuries away from Tarm: hysterical laughing, fits of gibbering insanity, and a general lack of mental control. Venus became somewhat obsessed with beauty, and there are many legends of her in multiple cultures, trying to best the most beautiful women of other races.
  • Vain Sorceress: Venus is obsessed with beauty, and there are many legends of her in multiple cultures, trying to best the most beautiful women of other races.


See Forces of Twilight


The Rito are a native race of the Great Sea and the dominant empire during the arrival of Hylian Colonists. For many years they were a simple and nomadic people flying from island to island, divided into various clans that warred with each other. This continued for centuries until the mysterious dragon called Valoo approached the Rito and united them under his banner. Together they dominated much of the central Great Sea and to this day maintain a powerful nation.

Though the Rito are a unified people, they are still divided into twelve separate clans. Each clan specialises in a specific fighting style and provides certain soldiers types to a fight. All of these clans are treated equally and their Chiefs can rise to the rule the Rito, with the exception of the Flightless Clan who can only hope to serve as low-level labour and footsoldiers.

The Rito's major advantage is their ability to fly. This gives them unmatched speed and allows many of their land based infantry units to participate in naval battles. This is somewhat offset by the fact that the Rito are not very durable, and their navy is rather lackluster because of their over reliance on flying over the seas.
  • Bird People: Bird men.
  • Flying Brick: The armoured Sky Knights of Idalon are one of the most durable flying units, but they can't fly fast at all.
  • Fragile Speedster: The Rito have fast flying units, but are not very durable.
  • Hive Caste System: The Flightless clan, unable to fly, are unable to progress in the Rito social hierarchy.
  • Magic Knight: The Skylords, who have been blessed with flaming magic from the sky dragon Valoo. Though they are able to unleash white firebolts at enemy forces from a distance, Skylords are skilled with a blade and can engage the enemy in melee as well.
  • Non-Mammalian Hair: Rito have hair on their heads.
  • Shield Bash: The Avron Shield Boxers fight with dual shields and sacrifice speed for the unmatched ability to parry and counter enemy assaults in melee.
  • Winged Humanoid: All Rito are humanoid with a beak and bird-like wings.

A Dragon who united the warring Rito clans under his banner.
  • Founder of the Kingdom: Valoo stopped the wars between the Rito and created the confederacy that lasts to today.
  • Giant Flyer: Being a dragon, Valoo is absolutely gigantic.
  • Our Dragons Are Different: And he's different from the other dragons, too.
  • Single Specimen Species: Valoo is far too different from all other known dragons (itself a wastebasket taxon) in order to be considered the same species as them.

    King Komali I 

    Prince Komali II 
The son of King Komali, the prince was born a Flightless and has become the target of mockery and ridicule by many who believe him unfit for royalty. With the recent death of his grandmother he has become further introverted and secluded from his people. His only connection to the outside world has been his family's servant Medli.

Medli is born on Dragon Roost Island sometime shortly before the Kingdom of Hyrule sends out their expedition ships to explore the Great Sea. Her parents died at an early age and she is taken in as a steward and hostess by King Komali I. During her youth and service to the King she becomes very fond of his son, the young Prince Komali, and the two are fast friends. When Ocean Blin forces begin invading Rito territory, Medli enlists to defend the islands from their attacks. Medli is named a Sage by Laruto just after her death in 178 AG.
  • Blade on a Stick: Medli is rather proficient with a spear while in mid-air.
  • Dishing Out Dirt: Part of the powers Medli inherited when she becomes Sage of Earth.
  • Elemental Powers: The powers Medli inherited from Laruto as Sage of Water and Sage of Earth.
  • Nice Guy: Medli is known for her strong empathy and kindness, particularity towards Prince Komali.
  • Rags to Royalty: Medli was at first a steward for the Rito chief until she marries Komali and becomes Queen of the Rito.
  • Reluctant Warrior: Medli abhors the idea of war and fighting, but reluctantly participates in the conflicts of the Great Sea to assure the defence of her home.

A Rito spy and agent, Quill often operates under the guise of a mailman as he infiltrates the various Rito Clans. It is his job to assure that there is no rebellion amongst the twelve Clans and report back to the King and Valoo. Recently Quill has discovered a possible insurrection of the Kam Ano Clan, all coincidentally timed at the arrival of Ocean Blin armadas.

Korok Colonists

The destruction of Hyrule brought great ruin to the Kokiri. As the forest began to wither, the children of the Great Deku Tree underwent his final request and shed their animal bodies, becoming Koroks and vowing to abandon war forever. Deeming Hyrule a lost cause, these Koroks gathered the remaining Deku Tree Seeds and set out to find new and fertile lands. Eventually the Koroks came to the islands of the Great Sea, where they have struggled to establish themselves.

Like the Hylians, the Koroks are newcomers to the Islands of the Great Sea and have been met with hostility on all sides. Though their intentions are peaceful, they have been constantly raided by Ocean Blin pirates. With little hope left of the Great Deku Tree's legacy, the Korok Queen Saria has revoked the vow of pacifism and begun to militarise the Koroks to strike back at the Ocean Blin.

The Korok army is relatively frail, though they have a superior range advantage over all of the other factions. Powerful archers and long ranged artillery line their ranks. The Korok Navy is relatively frail as well, though their ships are very swift and can outrun most other navies with ease.

    Queen Saria 
See Kokiri

A Kokiri musician, Fado leaves the Kokiri Forest after Kasuto's death and sets up shop in Airu as a violin merchant. After meeting Saria, he learns about Kasuto's last wish for his children: take the last of the Deku Tree Sprouts, shed their animal bodies, becoming Koroks and vow to abandon war forever. Together with Saria, Fado sets out to explore eastern Hyrule and find as many Kokiri as he could with the hope of fulfilling Kasuto's final wish.

With hundreds of Kokiri accounted for, Fado and his people begin the process of the Korok transformation. After helping the Hylians, Gorons and Zora defeat Majora, they finish their transformation and sail into the northern Great Sea. Some time before leaving Hyrule Saria names Fado her successor. For reasons unexplained, becoming a Sage halts his transformation into a Korok until he later names Makar his successor.
  • Blow You Away: Fado gains power over the winds from Nabooru after succeeding her as Sage of Winds.
  • Green Thumb: Fado inherits the powers to control the growth and transition of life from Saria when he becomes Sage of Forest.
  • Last of His Kind: In a way; Fado is the last Kokiri to transform into a Korok.
  • Mind-Control Music: It is rumoured Fado can trance anyone with his music should they listen to it long enough.
  • Nice Guy: Little is known of Fado's personality other than his kindness.
  • Non-Action Guy: Fado is not a fighter, his main talent is in music.

Makar is one of the first Koroks to sprout on their sailing ships during the exodus to the islands of the Great Sea. While still in his youth Makar is put in charge of spreading the seeds of Deku Trees across the islands of the Great Sea. Some time in his early adulthood he is named Sage of Winds and Forests by Fado and becomes Queen Saria's herald.
  • Blade on a Stick: Makar fights with a sharp Deku stick.
  • Blow You Away: The powers over wind which Makar inherits upon taking on the mantle of Sage of Winds.
  • Cultured Warrior: Makar is fond of composing music.
  • Young and in Charge: While still in his youth Makar was put in charge of spreading the seeds of Deku Trees across the Great Sea.

    Kasuto II 


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