THE LEGENDS OF HYRULE ROLE PLAYING GAME
By Krystofor Goldensword © 2000, 2001
Legends_of_Hyrule@yahoo.com - Hyrule-RPG.tripod.com

Table of Contents:

I - Translation Notes

II - Getting Started
A - Materials Required to Play
B - Players
C - Manager

III - Character Creation
A - Description 
B - Character Points
C - Vital Statistics
D - Skills and Items
E - Lift 

IV - Creatures
A - Type
B - Terrain
C - Life
D - Buffet
E - Damage Reaction
F - Damage
G - Speed
H - Attack
I - Attack Type
J - Special Ability
K - Magic
L - Treasure
M - Special Treasure

V - Items
A - Weapons
B - Armor
C - Tools
D - Containers
E - Special Items

VI - Combat
A - Turns
B - Attacking
C - Shields
D - Darkness
E - Awakening

VII - Magic
A - Magic Meter
B - Magic Items
C - Spells

VIII - Setting
A - History
B - Geography
C - Culture
D - Economy
E - Science

I - Translation Notes:

It was necessary to change some minor details in order to make the game playable as an RPG.  However, I have done my best to see that the main theme remains untouched.

A -	In the Zelda video games, each heart counts as 2 points of damage.  This has been altered here, since it would be harder to keep track of on paper.  Each heart counts for 1 point of damage, but hearts that you pick up, as well as Heart Containers, still count for 2 points of damage.  Therefore, if you pick up a heart, you get 2 hearts added to your Life, and a Container Heart gives you 2 more permanent hearts in your Life.
(Freakaholics, don't despair... if you really like hearts having 2 points, and losing half a heart when you get hit, you can do one of two things to do this.  
1 - Use an erasable pencil to record your Life by writing a "2" in your full hearts, and replacing the "2" with a "1" when you take a hit.  Be warned, though: you'll have to do the same with armor, and it may get confusing.
2 - Use tokens that have different colored sides.  When you take a hit, instead of taking the token away, turn it over.  When you take another, remove the token.  Again, you'll have to do this with armor counters as well.)

B -	Most Heart Containers are temporary.  They last for about six months.  Why do I say this?  In Zelda II, the Adventure of Link, Link had only 4 hearts.  What happened to the rest he picked up in the first game?  Apparently, they wore off...  Same goes for Magic Containers, if you use them in your version of the game.

C -	Stopwatches affect all creatures on "the screen" until you leave it.  Since this game obviously doesn't have a screen, more clarification was needed.  They affect a certain radius until you leave it.  The same is true of medallions that affect "the whole screen."

D -	All creatures now have backgrounds and explanations, many of which were not made up by Nintendo or Shigeru Miyamoto.  However, I have done my best to see to it that these stories never conflict with the Zelda storyline.
For example, the game series never explained what a Darknut is.  The explanation I made up is one of many possible stories, but it is at least plausible within the Zelda universe.

E -	No, your character won't be as strong as Link.  Link is supposed to be the greatest hero ever, the "Hero of Hyrule."  If it were possible to create characters that were more powerful than he is, the game would no longer be in the Zelda universe.  You can build a stronger warrior, or a stronger wizard, but nothing that excels in everything all at once like Link.  If you wish to play as Link, that's between you and your game Manager.

F -	Just because Link's -thing- works a certain way in a game doesn't mean every -thing- in the Zelda universe works the same way.  All of Link's swords in The Legend of Zelda, and his only sword in The Adventure of Link shot beams, but not all swords do (some Ironknuckle's swords are Zappers, but some aren't).  In The Legend of Zelda, Link's boomerang comes back to him even when he moves, but Goriya always have to wait for their boomerangs to return; apparently Link's is the only Tracer boomerang in the game.  In other words, no, all your items won't necessarily be as powerful as Link's.

G -	Most weapons require weapon skills.  Link did not need to learn skills, he could simply pick up a weapon and use it; however, only Link can do that.  As the Hero of Hyrule, he automatically has all weapon skills, and nobody else does.  See note E.

H -	Although this version of the game is set after The Adventure of Link, there are some aspects of the game that are taken from A Link to the Past, and The Ocarina of Time because those games served to clarify some things that would have been technically difficult on the old NES.  Example, 1-Rubie gems are green, not flashing.  In The Legend of Zelda, they flashed from yellow to blue, but yellow and blue make green, so it's probable that the graphics were trying to portray a green, glittering rubie.
Remember that in the game, the characters are seeing things clearly that we see distorted by game console technological limitations.

I -	Link is a Calatian, but he is not a Calian.  His ancestors were Hylian, and his blood may be mixed, but he is more Hylian than Calian.

J -	As a student of swordplay, I can assure you that nothing in this game is realistic.  It is all true to the video-game based concept which does not reflect true combat in the least.  If you're anal-retentive about accuracy, wait for Krystofor's next RPG, which will be true to real-life, and have nothing to do with any video game.

II - Getting Started:

A - Materials Required to Play:
1 - This document [HyruleRPG.rtf]
2 - One Character Sheet [RPG.gif]
3 - A listing of Hyrulian creatures [beastiary.rtf]
4 - Two standard dice
5 - One erasable pencil
6 - Several Life Markers (buttons, beads, etc)
7 - One brain (with imagination capabilities)
8 - Other players (similarly equipped), the more the merrier

B - Players
Verbally control their characters in the imaginary realms of Hyrule.
Commands could include things like "I shoot an arrow at the molblin," or "I go down the hall and open the door."

C - Manager
Oversees the imaginary world, explains what's going on to the players, controls all characters and creatures not controlled by players.  Using the above examples, the Manager would tell the players where they are, and what their actions do to the world around them.  "The molblin blocks with his shield and charges," or "You open the door and see a large room with three Stone Statues and a pack of Goriya, one of whom seems to be holding a key."
The manager has the most difficult job, because he must think of how characters and monsters will move and interact, and must have a thorough understanding of the world at large.  If an arrow misses, he must decide where it lands.  He must also decide who the uncontrolled characters (UC's) will talk to, attack, help, etc.

III - Character Creation:

Your character can be any type of Person.  I recommend that you play a Hylian or Calian, or some sort of mix between them.
Playing a different type of creature, such as a Molblin turned good, would offer certain challenges, but could be frustrating, especially to new players.

There are two ways I recommend to create a character, through planning (choice) or through die rolls (chance).  You can use either approach on any step of the character creation process.

A - Description (upper left corner of Character Sheet):
1 - First, choose what race of creature you wish to play.  Hylians and Calians are very versatile and skilled, and so make excellent player characters; however, you may wish to play various other types of creatures for variety, such as molblins who have turned against Ganon and are now trying to restore peace to Hyrule, or a good Zola, or any other Person, except perhaps for Wizzrobes, since these are evil by necessity.
Refer to Beastiary.rtf to see what your race's natural abilities and starting statistics are.

2 - Occupations in Hyrule and Calatia include soldiers, smiths, farmers,  wizards, nobles, and various other jobs.  There are many plausible occupations in Hyrule, including most of those that existed in Earth's Renaissance period, as well as several magic-related jobs, such as fortune-tellers, who forecast possible futures; alchemists, who make various potions and magical powders; diviners, who find wells and gems using magic, and many others.

3 - Choose a name for your character, as well as the character's age and sex.

B - Character Points:
Character Points are points that you spend to give your character powers including skills and Attack rating.  They are only useful in the creation process, and do not directly affect gameplay.  The higher the number of character points, the more powerful your character will be when you are done.  A player may have anywhere from 2 to 12 character points with which to build a character.
Choice:  Talk to your game manager and decide on the number of character points each player will get.
Chance:  Roll 2 dice to determine the number of Character Points you can use.
When you create a character, first use the base statistics for its race as provided in Beastiary.rtf, and then use Character Points to add to the character's abilities, or sacrifice abilities to gain additional Character Points.

C - Vital Statistics:

1 - Speed:
Speed represents how many feet a character can move in a turn (second) and how high its Attack will be.  It will also determine how hard it is to hit.  (see VI - Combat)
To determine the Speed for your character, use the Speed for its race, or else roll the dice indicated, and add modifiers.  You may then spend Character Points at a rate of 1-1 to bring the Speed up, or sacrifice Speed to gain more Character Points.
How often a character can attack depends on its Speed.  See VI, A - Turns for details.

You can use either method to determine this number.
Choice:  Spend Character Points to determine the character's speed, and then add modifiers.  For example, if you're playing a Hylian, start at Speed 3, and then the +1 that Hylians get (see Beastiary.rtf) brings the total speed up to 4.  If you're playing a Lynel, and spend 6 Character Points to get the Speed up to 6, the modifier makes the total speed 4.  You may not spend more than 12 character points on a creature.
Chance:  Roll 1 die (2 for Fairies).  Use that number as the character's speed.

2 - Attack:
A character's Attack Level determines how easily it hits other creatures in combat.  To determine a character's Attack, add 7 to its Speed.  
If you wish, you can increase the character's Attack by spending Character Points at a rate of 1 Character Point for each Attack Point.  You can also gain Character Points by sacrificing Attack points, also at a rate of 1-2.  (i.e. For every two points of Attack sacrificed, you get one Character Point back.)

3 - Life:
Life determines how many hearts you can use on the Character Sheet, and thus how hard your character is to kill.  See IV, A, 3 - Life for details.
You can chose to add either 1 or 2 hearts to your character by spending either 1 or 2 Character Points, respectively.  You can also sacrifice as much of your extra Life as you wish (all hearts but the last) in order to gain Character Points (1:1 ratio).

4 - Magic:
Magic determines how many spells a character can use, or how many times (or for how long) it can use magical items.  Spells, and some magic items, use up Magic.  See VII - Magic for details.
You can spend Character Points to gain Magic, or vice versa, at a ratio of 1:1, without restriction, unless you are playing a Fairy.

D - Skills and Items:
Use Character Points to gain the Items and Skills you will start with (1 Point to 1 basic Skill or Item, 2 for Items worth 100 or more rubies, 3 for items worth 300 or more rubies).
I recommend that all characters begin with standard equipment.  (i.e., a simple steel sword, not a Zapper that does 15 points of damage, sets enemies on fire, and when thrown on the ground points in the direction of the nearest burger joint.)

1 - Skills:

a. Shield
Allows a character to use a shield as described in VI - Combat.

b. Throwing
Allows a character to throw any object he can lift as an attack for 1 point of Damage.  To determine the character's skill at throwing the object, roll 1 die when the character picks it up (the Manager may declare penalties for items that are hard to throw).
A character without the Throw skill trying to throw an object must also roll, and subtract 2 to determine its attack.  If that number is 0 or negative, the character abysmally fails to throw the object.

c. Swimming
Allows a character to travel in peaceful water.

d. Jumping
Allows a character to jump roughly four feet in the air.

e. Running
Allows a character to move at twice its Speed for (20-Speed) turns in order to travel in a straight, or nearly straight, line.
i.e., a character with a speed of 3 using this skill can travel at Speed 6 for 17 turns.  A character with a Speed of 5 can travel at Speed 10 for 15 turns.
After the last turn of running, the character cannot run again for twice as many turns as it spent running.  If the character is able to rest (doesn't move from the spot it stopped), it can run again in half this time, the same amount of time it spent running.

f. Riding
This skill allows a character to ride a horse.  This does not necessarily mean that any given horse will allow the character to ride it.

g. Magic
This skill is needed to work any kind of magic, and to use certain types of magic items.  In order to learn any Spells, a character must first spend a Character Point to learn the Magic Skill.
In practicality, the "Magic Skill" is a general familiarity with the workings of magic, and an understanding of the mental techniques necessary to use it, but does not imply a knowledge of any particular spell.
Learning the Magic Skill is like learning to play an instrument, whereas learning a spell to play a complex song on that instrument.  You need to do both to do anything useful.
The Magic skill does, however, allow a character to use any magic item that requires the Magic skill, provided the character meets all other criteria (any other skills required to use the item, and sufficient Magic Points).

h. Music
This allows a character to play any one instrument.  You can spend additional Character Points to gain knowledge of other instruments, as well.

i. Other
Consult with your Manager if you want your Character to have any other skills that do not appear on this list, but would require extensive training.

2 - Weapon Skills and Spells

a. Weapon Skills
Each Weapon Skill costs one Character Point to start with. 

i. Sword
This skill allows a character to use any kind of sword.  Note that this skill does not necessarily allow a character to tap any sword's full capabilities.  Using a Zapper requires the "Magic" skill, and other special swords may have special requirements, as well.

ii. Spear
This skill allows a character to handle a spear as a thrusting weapon at close range.  Note that throwing a spear requires the "Throwing" skill.

iii. Axe
This skill allows a character to accurately swing an axe.  Note that this skill is necessary to be a good woodsman.  Without good familiarity with an axe, chopping wood takes at least twice as long.

iv. Hammer
This skill allows a character to accurately swing a hammer.  Note that this skill has uses besides combat-related ones.  The Hammer skill is a necessary to be a skillful carpenter, and allows a character to quickly pound stakes into the ground or walls.

v. Bow
This skill represents the ability to aim, and has uses beyond the obvious use of bows and arrows.  It is requisite to aiming magic wands and complicated range weapons such as hookshots.  It is requisite to working any weapon that "fires" something.

b. Spells
Consult with your Manager on which spells are available to starting characters.  Most spells are meant to be learned in the course of an adventure, just like finding magical weapons and treasures.  Below is a listing of the price in Character Points for each spell (if allowed as a starting spell).

Shield 		1
Bolt 		1
Jump 		2
Life 		3
Fairy 		3
Fire 		3
Ice 		3
Thunder 	5
Healing		5
Enslave 		7
Phase 		4
Teleport 	5
M. Mimic		10
S. Mimic 	10

Characters cannot start with spells other than those on this list.  To have knowledge of a spell before beginning an adventure, the spell must be fairly commonly known in magic circles.  Exotic or new spells must be obtained by questing, and quests should be played out, not assumed to have happened already before the game starts.

E - Lift 
Lift represents a character's ability to lift large objects, or heavy weapons.  All people (except Daira and Fairies) have a natural Lift of 1.  Magical items such as Power Bracelets or Gauntlets of Strength allow characters to do superhuman things, like lifting or pushing boulders, lifting heavy weapons, or breaking into things.
Calians, Goriya, Daira, and Lynels can opt to start with Lift 2 by spending 3 Character Points.

IV - Creatures

A - Type:
Creatures can be one of several basic types of things.  Typically, it doesn't matter what type of creature a monster is, but it may matter for magical or scientific reasons in highly developed campaigns.
The basic types of creatures in Hyrule are:

1 - Animals:
An animal is a basically mindless creature, such as a dog or cow.  They have no civilization as such, no technologies, and no abstract language.
As in the real world, animals in Hyrule can be malicious, benign, or timid.  Some will attack relentlessly, while others simply wish to be left alone, and some will flee if they see any life-form other than their own.

2 - Plants:
Although generally rooted and harmless in reality, plants in Hyrule are often mobile, and just as often predatory.  Some of the fiercest monsters in Hyrule are actually plants, which attack other living creatures in order to obtain nutrients which are not accessible to them because of a lack of roots, or else for magical reasons.

3 - Spirits:
"Spirit" is a broad category, which perhaps could stand further subdivision.
A spirit is any living creature that does not have a physical body, per se.  Even without a body, some spirits can be quite dangerous, and they comprise some of the most feared monsters in existence.  
Although they do not have a physical body, they are composed of a type of quasi-physical substance called "ecto-plasm."  This ghostly substance can be solid, liquid, gaseous, or ethereal, and some spirits can change state at will.  By changing to an ethereal state, most spirits are able to pass through physical matter.

4 - Automata:
An automaton is not a truly a life form.  It is a thing animated by either natural principles (robots) or magical forces.  Automata are made as guardians, so generally they are an indication that some type of important treasure or secret place is nearby; however, since some automata can last for decades, or even centuries, there is no guarantee that the place or thing they once guarded is still extant.

5 - People:
A person is an intelligent creature with a language, and generally a society of other beings like itself.

B - Terrain:

Some creatures only inhabit certain areas.  The most common types of terrain in Hyrule are:

1 - Plains:
Plains are also sometimes called "fields" or, less commonly, "prairies."  They are places where the ground is relatively flat for a large area, and are usually grassy and sparsely populated.

2 - Forests:
Forests are areas of dense, large foliage, primarily trees.  They are generally difficult to navigate, and replete with plant and animal life.  Often, forests grow dense enough to block out most sunlight.

3 - Deserts:
Deserts are dry, sandy areas with little annual rainfall.  The terrain tends to be fairly even, with a few jagged rocks.  Since it is very difficult to live in these arid places, there tends to be very little animal or plant life.

4 - Mountains:
High altitude climates that tend to be dry and rocky, but generally have a fair amount of plant and animal life, as well as small villages of people.

5 - Swamps:
Swamps are areas flooded by slow-moving, and often stagnant, water.  They are difficult to move through, since the water is often deep, and the swamp's floor is seldom as solid as rock or clay - usually it is mud with a thick layer of slime.
Swamps always contain all kinds of life; plants from pond scum to massive trees, and animals from parasitic bugs to octoroks.

6 - Caves:
Cave dwelling creatures are often found in ruins and catacombs as well as natural caves.

7 - Water:
Some creatures are aquatic by nature, but can still trouble land-dwelling creatures.  These include Zola and bago-bagos.

8 - Sentry:
Some creatures, particularly automata and spirits are primarily guardians of important places, and so do not have a "natural" terrain, but are only found in strongholds.  Stalfos, for example.
In addition, some creatures may be peculiar to very specific areas, such as Gheenies, who only appear in graveyards.

C - Life:
A creature's Life represents the amount of damage it can survive.  When a creature is damaged (as in combat), its Life goes down by the amount of damage done to it.  If a creature's Life reaches zero, it dies, or at least loses consciousness.
The Life Meter occupies most of the right side of a character sheet.  Most Hyrulians naturally have 4 points of Life, although some outstanding characters (like those in the line of Links) have had as many as 6.  To represent this, a player places the appropriate number of Life tokens (usually 4) on the Heart Containers in the LIFE column.  Each time a character is hit, the player removes the appropriate number of tokens.  For example, a character with 4 points of Life who is hit by a sword which inflicts 2 points of Damage, would be left with 2 points of Life, and the player would take away 2 tokens to represent this.
A creature's Life can be augmented by various types of physical or magical armor.  This armor causes a character to take less damage when hit.  On a character sheet, armor is listed to the right of the character's Heart Containers.  When a character gets red armor, for instance, the player uses four columns (up to the end of "ARMOR, Red"), instead of just one.  A character that has armor and takes damage has the tokens removed from the armor next to his Heart Container before removing the token from the Heart Container, itself.
For example, a when character with four hearts, wearing red armor, takes 6 points of damage, you remove six  hit tokens, first all the tokens in the fourth row, and then 2 tokens in the armor slots of the third row.  You would not simply remove all 6 tokens from the character's armor columns.  The reason that this matters is that the character is no longer in perfect health, which you need in order to preform certain operations.
If a character wearing yellow armor takes 6 points of damage, the character is still in perfect health, because the heart in the last row is still full.  If the character takes 8 points of damage, it is no longer in perfect health, because one of the hearts has been taken away.

D - Buffet:
A Buffet is a blow from a blunt instrument such as a boomerang, club, or fist.  It has different effects on different creatures, but typically it stuns them for 5 turns.

E - Damage Reaction:
Most creatures will react when they are dealt a blow, but some do not.  For example, a Molblin will be thrown back about two feet, and lose the rest of it's attacks for the turn; however, a patra will continue flying as though nothing had happened.

1 - Reel
A creature that reels when struck will fall backward about two feet, and lose all its attacks for the remainder of the turn.

2 - Stun
A creature that is stunned when it is attacked will stand its ground, but will still lose its attacks for the remainder of the turn.

3 - None
A creature with no reaction to damage will continue moving and attacking as if nothing had happened.

F - Damage:
Damage represents the damage a creature can deal unarmed.  If the character is armed, the weapon causes its usual amount of damage.

G - Speed:
A creature's Speed number is the number of feet a character can move in one turn.  It also affects the character's combat skill.  (See VI - Combat.)

H - Attack:
Represents the skill with which a creature attacks. 

I - Attack Type:
Represents whether a creature inflicts damage automatically simply by touching or being touched, or deliberately deals a blow.  For example, a jellyfish attacks automatically, meaning that it hurts to touch one; whereas, a dog attacks deliberately, meaning that it has to try to hurt you in order to do so.

J - Special Ability:
A special ability is a skill that a creature inherently possesses, such as the ability to fly, shoot fireballs, or pass through walls.

K - Magic:
The Magic statistic represents how much magical power a creature has at maximum charge.  On the character sheet, the Magic Meter is just to the left of the Life Meter, and is marked from 0 to 16, which is generally the maximum a player can reach.  Most characters have little or no magic power, but with the right training, wizards can store up a great deal.

L - Treasure:
Some creatures only leave certain types of treasure behind.  This category shows what types of treasure that creature carries.  B=bombs, A=arrows, M=Magic Decanter, S=Magical Stopwatch.  "Standard" treasures are hearts, rubies, and Stopwatches.

1 - Types:

a. Rubies:
Rubies are gems cut to a uniform size (about an inch long, half an inch wide, and hexagonal), which are used as currency in Hyrule and the surrounding kingdoms.  There are three types, green, blue, and red.  The green gems are worth one rubie, blue ones are worth five, and red ones are worth twenty.

b. Hearts:
Hearts are vital energy left behind by defeated monsters.  Picking one up will heal 2 (or 4) points of damage.

c. Bombs:
Bombs are round bundles of explosives which blow up 3 seconds after they are activated, causing 4 points of Damage at Penetration 4 to anything within 3 feet of the blast, and destroying fragile walls, rocks, etc.

d. Arrows:
Arrows are wooden rods tipped with sharp heads, and designed to fly straight for a long distance when fired with a bow.  They are practically useless as anything else.

e. Magic Decanters:
These are small vials of magical potion which restore 2 points of Magic power.

f. Magical Stopwatches:
Magical Stopwatches are extremely powerful magical items.  It is considered activated as soon as a character touches it, at which point it instantly takes effect, and disappears.
When someone activates a Stopwatch, all creatures within a 20-foot radius stop dead in their tracks, and remain frozen in time until the character leaves the affected area.  During this time, no other creatures may enter the 20-foot radius, and the character who used the stopwatch is impervious to all attacks from anything outside of it.
However, the effect only lasts for as long as the character stays within that radius.  Once it leaves, all the spell is broken.
If two characters manage to activate stopwatches simultaneously, within 20 feet around them, both stopwatches take effect, and neither character is frozen, but both are able to move through the entire affected area.  But, as soon as either one leaves, the spell is broken.

2 - Chart:
When you defeat a monster, roll 2 dice to determine what type of treasure you received.  If you roll a type of treasure which the monster in question doesn't carry (i.e., you kill a bot and roll 5, but bots don't carry bombs), re-roll the dice.  If you still get an invalid roll, the creature was carrying no treasure.

2	Red Gem (20r)
3	Heart (4 Life)
4 	Blue Gem (5r)
5 	Bomb (roll a die for the number of bombs received)
6 	Green Gem (1r)
7	Heart (2 Life)
8 	nothing
9 	Arrow (roll a die for the number of arrows received)
10 	Magical Stopwatch
11 	Magic Decanter
12 	Full Decanter

M - Special Treasure:
A special treasure is a treasure that is usually essential to the completion of a quest, and which is predetermined.  These can include maps, weapons, special documents, keys, armor, or other important items.  Special Treasures do not affect normal treasures.
For example, in a certain quest, a certain Stalfos has a Special Treasure; a map, let's say.  When a character defeats the Stalfos, he rolls for treasure, as he would normally.  Let's say he rolls a 4 and a 3 (7).  When the Stalfos collapses, the map and the heart both appear.

V - Items

A - Weapons:
Using any weapon without the necessary skill results in a penalty of 2 to a character's Attack Rating.  
Penetration Factors describe how well weapons can penetrate shields.  If their Penetration Factor is higher than the Penetration Resistance of the shield, they can penetrate the shield and cause damage.  Penetration Factor 0 weapons cannot even go through bushes.  Penetration Factor 1 weapons can go through soft cover such as bushes and canvas, but cannot penetrate small shields.  Penetration Factor 2 weapons can go through small, cheap shields, but not through good ones.  Penetration Factor 3 weapons can penetrate all but the best magical shields.

1 - Close Range:

a. Daggers:
A dagger is a single or double-bladed weapon between 6 and 24 inches long (including the hilt).  To use a dagger, you must be close enough to touch your opponent.  They generally cause 1 point of damage and have a Penetration Factor of 2.  
They require no skills to use.
(Starting Price: 60r)

b. Swords:
Swords generally have a Penetration Factor of 2.  Using them skillfully requires the "Sword" weapon skill.

i. Standard:
Swords are single or double-edged weapons of various shapes and sizes, generally weighing between 1 and 7 pounds and being 2 to 4 feet long (including the hilt).  Swords can be used from about 3 to 5 feet away, and generally cause between 1 and 4 points of damage.  
(Starting Price: 200r)

ii. Zapper:
Zapper Swords are special magical swords that fire a bolt of magic in the shape of a sword's blade up to once every 3 turns.  The Zap can cause any amount of damage up to, and including, the amount normally dealt by the sword itself.  Characters cannot fire Zaps unless they have the "Magic" skill.
Zaps do not require the "Bow" skill for accuracy.  Characters zap at their normal Attack level.
(Starting Price: 800r)

c. Spears:
Spears can be used as close range (3 to 7 feet) or long range weapons.  See long range uses in section B below.
Spears generally cause 1 or 2 points of damage in close range, but, like swords, some spears are extremely powerful.
Using a spear requires the "Spear" Weapon Skill.  Using a spear at close range requires two hands.  (They can be thrown as described below with one hand, though.)
(Starting Price: 60r)

d. Axes:
Axes are heavy, and can only be used by strong creatures.  They generally inflict at least 3 points of damage, and have an Armor Penetration Factor of 3.
Axes can be of any length, but a character cannot wield an axe if its length in feet is greater than his Lift ability, if he is using one hand to wield it (a character who's Lift is 3 could wield an axe up to 3 feet long), or twice his Lift ability if he is using two hands (a character with a lift of 2 could wield a 4 foot long axe with two hands).  
Using an axe requires the "Axe" Weapon Skill.  
(Starting Price: 500r)

e. Maces/Hammers:
Maces and hammers are also heavy, only useful to very strong characters.  They generally inflict at least 2 points of damage, and have an Armor Penetration Factor of 2.
Hammers can be of any length, but a character cannot wield a hammer if its length in feet is greater than his Lift ability.  (A character who's Lift is 3 could wield a hammer up to 3 feet long.)
Using a mace or hammer requires the "Hammer" Weapon Skill.  If the hammer is longer than a foot long, it requires two hands to use.
(Starting Price: 300r)

f. Clubs:
Clubs are wooden weapons, usually studded with metal or stone, which inflict a Buffet at close range.  They require no skills to use.
(Starting Price: 50r)

2 - Long Range:
A character's range with a missile weapon is determined by multiplying its Attack Rating by the weapon's Range Multiplier.  Thus an archer with an Attack of 10 would be able to fire an arrow (x5) 50 feet.  The weapon's multiplier is listed directly after the weapon's name.
A character's chance to hit is determined by its skill as well as its distance from its target.
Say a character has an Attack Rating of 10, and is using a bow, which has a Range Multiplier of 5.  This means that the character can shoot an arrow 50 feet.  To hit something 5 feet away, the character attacks at 10; to hit something 10 feet away, the character attacks at 9; at 15 feet, he attacks at 8; at 20 he attacks at 7; and so on, up to his maximum range of 50 feet, at which range he attacks at 1.  The increments are based off of the weapon's Multiplier.  If the multiplier is 2, the range is divided into 2-foot increments.  If the multiplier is 5, the range is divided into 5-foot increments, as in the above example.  Within the first range, the character uses his full attack power.  Within the second, he loses 1 point, within the third, he loses another, and so on.
To keep track of your attack at various ranges, I suggest that you make a chart.

a. Bows and Arrows (x5):
Firing any bow requires the "Bow" Weapon Skill.  Bows can be fired once per turn at most.

i. Standard:
Bows are weapons which fire arrows, which are available at most shops.  
An arrow generally inflicts 2 points of damage, but special arrows may do more.
(Starting Price: bow-80r, arrow-5r)

ii. Crossbows (x10):
Crossbows fire special bolts, which are shorter than arrows.
Crossbows have a much higher Range Multiplier than standard bows, but also have a limited range.  Most crossbows fire an arrow only about 20 or 30 feet, but they are far more accurate than standard bows.  Some very expensive crossbows will shoot as far as 100 feet.
Cocking a crossbow takes 5 turns.
(Starting Price: bow-120r, bolt-3r)

iii. Rubie:
Rubie Bows are special magical items which allow characters to fire rubies instead of arrows.  To fire an "arrow" from a Rubie Bow, a character will hold a 1-rubie piece in the palm of its hand, and pull back the string, as it would if it had an arrow fitted.  When the bow is fully drawn, the rubie will disappear, and an arrow will appear in its place, ready to be fired.  This arrow will disappear when it strikes its target.
Using a Rubie Bow requires the "Magic" skill.
(Starting Price: 300r)

b. Spears (x2):
When spears are used as missile weapons, they do the same amount of damage that they would at close range.  Throwing a spear requires the "Throwing" skill.
(Starting Price: 60r)

c. Boomerangs (x2):
Boomerangs are generally made of wood, and bent at an angle of about 120º.  Boomerangs generally deal a Buffet.  Using boomerangs requires the "Throwing" skill.

i. Standard
Standard boomerangs will return to the point from which they were thrown if they miss their target.  It takes the boomerang one turn to reach the end of its flight, and another turn to return to the point from which it was thrown.
(Starting Price: 80r)

ii. Magical:
Magical Boomerangs have higher Range Multipliers than standard boomerangs.  Their multipliers are generally x3 or x4, but some are as high as x6.
(Starting Price: 120r)

iii. Tracers:
Tracer boomerangs magically return to the thrower whether they hit something or not, and even if the character moves!  Once a boomerang reaches the end of it's normal flight, or comes in contact with an object or wall, it will begin its return trip, which it will always complete without fail.  A Tracer will follow for any distance, even around corners, until returning to the hand of the person who threw it.  They can have a standard range or be Magical.
A very useful property of Tracers is that, since they do not stop moving until they return to their owner, even after hitting something, they can be used to pick up items from a distance, by catching them with the boomerang.
(Starting Price: 180r)

d. Hookshot (set):
A hookshot is a special kind of tool, which is currently banned from general sale in Hyrule, but many members of the Royal Hyrulian Army are licensed to carry one.
The principle behind making them is classified, and the only people known to be able to build one are the High Royal Smith of Hyrule, and the Master Engineer of Calatia.  It is believed that these are magical items, since it is mind-boggling to think that they could contain a great enough power-source to work them.
A hookshot is about 2 feet long, with a wooden grip, and a grappling hook protruding from one end.  When a button on the grip is pushed, the hook fires about 40 feet, grapples objects, and then retracts.  If it is fired at a pole or wooden object that is firmly planted in the ground, it will pull the wielder along with it when it retracts.  Thus it can be used to cross chasms, or move quickly towards something, sometimes through enemy lines.  Moreover, it pulls the wielder quickly enough to pass through flames without being singed.
When used against an enemy, they generally deal a very strong Buffet, which will stun even Daira and Lanmolas.
They inflict 2 points of damage on creatures that would generally receive a Buffet from them, and for some reason they inflict 4 points of damage on Wizzrobes.
Using a hookshot requires the "Bow" weapon skill.
(banned)

e. Wands (infinite):
Wands cast spells for a character, allowing them to cast more easily, with less expenditure of Magic, or to cast spells they do not even know.  Fire, Ice, and Bolt wands are among the most common.
Each wand is different, and they use various amounts of Magic to various effects.
Characters cannot use wands unless they have the "Magic" skill, and aiming them requires the "Bow" weapon skill.

f. Medallions (N/A):
Medallions cast powerful spells on everything within a certain radius of the person using it.
They use various amounts of Magic to achieve various effects, and many of them have complex spells cast on them so that they can only be used by a certain person, or by a person who owns a certain item.  For example, centuries ago, the Legendary Hero (an ancestor of Link's) had in his possession three medallions, Ether, Quake, and Bombos, which are now in the Royal Treasury, but are useless because only the wielder of the Master Sword could use them, and now it sleeps forever in the lost woods.

B - Armor:

1 - Body Armor:
All types of Body Armor (armor made from plates of metal) reduce the wearer's Speed and Attack by 2 because of their bulk and weight.  They all (except green) allow characters to sustain more damage.  On the character sheet, this is represented by the Armor Points next to the Life Points in the Life Meter on the right side of the Character Sheet.

a. Green:
This weak armor doesn't work like the others, but adds 1 point of Life to the character wearing it.  It is usually only used for ceremonial purposes.
(Starting Price: 150r)

b. Blue:
Allows a character to use one column of Armor Points
(Starting Price: 180r)

c. Red:
Allows a character to use four columns of Armor Points
(Starting Price: 400r)

d. Yellow:
Allows a character to use eight columns of Armor Points
(Starting Price: 1,000r)

2 - Mail:
Mail allows a character protection, without limiting its movements.  Mail and armor cannot be used at the same time.

a. Blue:
Allows a character to use one column of Armor Points
(Starting Price: 200r)

b. Red:
Allows a character to use three columns of Armor Points
(Starting Price: 500r)

3 - Rings:
On the character sheet, to the right of the Armor Points, there are two columns under "Rings."  Characters wearing rings use these slots, which work the same way as the Armor Point slots.  Rings can be used in addition to armor or mail.

a. Blue:
Allows a character to use one column of Ring Points.
(Starting Price: 250r)

b. Red:
Allows a character to use three columns of Ring Points.
(Starting Price: 600r)

C - Tools:

1 - Magic Pouches:
Magical Pouches allow characters to hold much more than would be possible otherwise.  They are portals into an alternate dimension, so that anything put into it no longer has mass in the physical world.  The practical upshot of this is that anything put into it no longer has any weight or takes up any space.  Any number of objects can be put into one, but the more you put in, the longer it takes you to find things.  Moreover, if you put too much into a magical pouch, some things may vanish.  How much mass a Magic Pouch can safely hold depends on how strong its magic is.  Most can indefinitely hold about 20 pounds.
(Starting Price: 100r)

2 - Light Sources:

a. Candles:
Candles are made of wax, and usually last for about 15 minutes per inch of candle, although thinner candles will burn more quickly, and thicker ones will burn more slowly.  They are useless outdoors if there is any wind.
(Starting Price: 5r)

i. Blue Candles:
Blue Candles are magically enchanted to shoot out a fireball which will come to rest a turn later, 6 feet in front of the candle.  This ball of fire will then hover for 2 turns, setting fire to anything flammable, and inflicting 1 point of Damage on any creature susceptible to Fire.  After the 2 turns, the fire will go out, but the area will remain magically lit for 30 turns (or half a minute).  Most metal armor will provide protection against Candle Fire, shields and mail won't.  
Blue Candles can be used freely once per minute.  Using them twice in the same minute expends one point of Magic.  Using them three times requires 2 points, four times requires 3, etc.
Only characters who have the "Magic" skill can shoot a fireball from a Blue Candle.
(Starting Price: 60r)

ii. Red Candles:
Red Candles work like Blue Candles except that they can be used every 5 turns.
(Starting Price: 200r)

b. Lanterns:

i. Standard:
A lantern is a lamp enclosed on all sides by either glass or metal shutters to keep the wind out.  Most are oil lamps, but some use candles.
(Starting Price: 30r)

ii. Magic Lanterns
Magic lanterns never burn out, and in addition, a character with the "Magic" skill can use magic lanterns to light torches and lamps, usually for a negligible amount of Magic expended.
(Starting Price: 400r)

3 - Special Keys:
Most keys in Hyrule work the same as ours do.  They open a specific lock.  However, there are special keys, which are banned from the open market, and which allow a character to open any lock.

a. Skeleton:
A Skeleton Key, when inserted into any lock, will assume necessary shape to open that lock, and then retain that shape.  
(Starting Price: 100r)
(banned)

b. Magic:
A Magical Key works the same way as a Skeleton Key, assuming the necessary shape to turn the tumblers of any lock.  The difference is that a Magical Key can be used any number of times.
(banned)

4 - Potions:

a. Red:
Red Potions restore all of a character's Life Points when drunk.
(Starting Price: 40r)

b. Green:
Green Potions restore all of a character's Magic Points when drunk.
(Starting Price: 30r)

c. Blue:
Blue Potions restore all of a character's Life and Magic Points when drunk.
(Starting Price: 100r)

5 - Compasses:
Compasses are magical pointers that are sympathetically tuned to a certain magical item.  They will point the way to the item at all times.
In addition, if they are held against a map (even a hand-written one, so long is it is to scale), a small red glow will indicate the possition of the item, on that map.

6 - Magic Gloves/Bracelets:
These items magically raise a character's Lift statistic for as long as he is wearing them.

7 - Musical Instruments:
Musical instruments in Hyrule consists primarily of those that existed in Earth's Medieval period - recorders, flutes, ocarinas, harps, lyres, lutes, occasionally violins, mandolins, horns, cymbals, bells, and various drums.

Celestial Instruments:
Some perfectly crafted instruments are magically enchanted so that they may play pure music, which is the same as the Music of the Spheres, which governs the harmony of the stars planets, and earth.
By playing in harmony or discord with the Music of the Spheres, a musician can bring about certain magic-like effects, summoning the forces of nature, and even bending space and time. 
The best example of such an instrument is the fabled Ocarina of Time, supposed to have existed many many centuries ago, although nobody knows where it is now.
General Link owns two such instruments, the Magical Recorder and the Magic Flute, but their powers are somewhat limited.
Since whistles and flutes tend to naturally produce pure, sustained notes, these lend best to the creation of Celestial Instruments, but any instrument that produces true notes can be used, so long as it is perfectly crafted.

D - Containers

1 - Heart Containers
Heart Containers are special magical items which are usually obtained after finishing a quest, or a significant portion thereof.  Defeating aquamenti, manhandla, or gleeoks will often produce Heart Containers.  In addition, they are sometimes found in forgotten caves, or hard-to-reach places.
Collecting a Heart Container will add two hearts to a character's Life.  The effects of a Heart Container last for varying amounts of time.  Usually, they last about six months, but the time can vary.

2 - Magic Containers
Magic Containers are items that increase a character's ability to use magic.  Collecting one permanently adds 2 points to the character's Magic.

E - Special Items

1 - Triforce
The Triforce is a magical item left by the goddesses who created Hyrule as a symbol of their power.  
It is made of pure gold in the form of three equilateral triangles, joined at the corners to form a larger triangle.  The normal laws of space and mass do not seem to apply to it, and it can be of any size.  Typically, the united Triforce is about four feet on all sides, and about four inches thick.
Anyone who touches the united Triforce will have his greatest wish granted.  Since the Triforce can grant evil wishes as easily as good ones, it is obviously kept under heavy guard.  
Moreover, the one who touches the Triforce, or any piece of it, will immediately be restored to perfect health from any injuries or illnesses, recent or otherwise; all spells on that person will be immediately broken; and his Life and Magic will be filled to capacity.
If the Triforce is divided, each of its three sections confers certain powers.  Anyone who possesses the united Triforce does, of course, have all the powers of the Keeper of Knowledge, Forger of Strength, and Juror of Courage, in addition to those explained above.

a. Triforce of Wisdom
This section of the Triforce typically is in the lower left corner of the united Triforce.
It confers the title of the "Keeper of Knowledge" on the one who holds it.  Possession of the Triforce of Wisdom allows the Keeper of Knowledge to ask any question of the Triforce and to hear the true answer.  This answer is always excruciatingly literal, so questions such as "What just happened?" or "What should I do?" never yield useful answers.  Direct questions, however, such as "Where is Princess Zelda?" or "Is this man who he claims to be?" always yield flawless answers.
The Keeper of Knowledge also has great insight into the hearts and minds of those around him, and cannot be lied to or tricked without suspecting something is wrong.
Finally, possession of the Triforce of Wisdom grants a photographic memory to its owner.  Concepts such as how to build a medallion or cast intricate spells, which would generally take years of practice, can be learned by the Keeper of Knowledge in as much time as it takes to read a comprehensive book on the subject, which is usually no longer than two months.

b. Triforce of Power
This section of the Triforce typically is on top of the united Triforce.
It confers the title of the "Forger of Strength" on the one who holds it.  Upon obtaining the Triforce of Power, the Forger of Strength gains 9 permanent Heart Containers, and thereafter cannot be killed, no matter how low his Life is.  If his Life reaches 0, he will be stunned for 3 turns, before recovering with full Life.  During this time, the Forger can be killed, but only by a weapon made of pure silver.  If the Forger of Strength is successfully attacked by a silver weapon while stunned, he will be reduced to a small pile of ashes.  He is still not completely destroyed, though, and can be resurrected by sacrificing the one who killed the Forger, and pouring his blood on these ashes.

c. Triforce of Courage
This section of the Triforce typically is in the lower right corner of the united Triforce.
It confers the title of the "Juror of Courage" on the one who holds it.  The Juror of Courage has the power to discern the motives and intentions of any people he comes in contact with, allowing him to act with complete confidence.  This insight takes the form of knowing if someone is acting under good or evil intentions, whether he is being honest or not, and if the person is truly a friend or enemy.
The Juror of Courage also has the ability to sense if he is in danger, stepping into a trap, or acting unwisely.  As such, he is freed from all possible fears or uncertainties, and can act with total courage.

d. Triforce Fragment
Any part of the Triforce can be split up into pieces by the person that owns them, and later reassembled seamlessly.  These fragments do not confer any of the powers of the Keeper, Forger, or Juror, but they do restore anyone who touches them to perfect health, refilling his Life and Magic, and breaking any spells the character is under.
If these pieces are put back together correctly, they will meld together, and the seam between them will disappear completely.  The person who split the Triforce remains its owner (Keeper of Knowledge, etc.) until someone else reunites the Triforce.  
(e.g., when Zelda split the Triforce, she was still the Keeper of Knowledge, and Link was not, until he placed the last fragment of the Triforce of Wisdom into place, and owned the completed Triforcce of Knowledge.  At that point, he became the Keeper of Knowledge.)

2 - Symbols of Virtue
Especially successful adventurers may win proof of their merit in the form of various pendants or other gifts from the goddesses.  Some Hylians regard these gifts as proof that the goddesses still watch over Hyrule, and bestow these prizes directly.  Others, maintaining that the goddesses did leave Hyrule after its foundation, say that the Pendants are simply part of the world they built, like the Triforce itself, and are necessarily bestowed by a spell cast on the whole of the planet.
These symbols mean that the person granted them epitomizes the concepts they symbolize.  None but the wisest receive the Pendant of Wisdom, none but the strongest receive the Pendant of Power, and only one who shows no fear in any danger is fit to wear the Pendant of Courage.

a. Pendant of Wisdom
The Pendant of Wisdom is the symbol of the Goddess of Wisdom, and is bestowed as a reward to those who use their mental abilities judiciously.  It is bestowed for salving difficult riddles, or averting war by cleverness, or other such great feats of brainpower or skill.
It is often taken to mean that its owner is fit to become a Keeper of Wisdom.

b. Pendant of Power
A symbol of the Goddess of Power, this pendant symbolizes strength of arms, determination, and fortitude.  It is bestowed upon those who survive great feats of strength, such as slaying mighty monsters or wizards, or completing Herculean tasks.
It is often taken to mean that its owner is fit to become a Forger of Strength.

c. Pendant of Courage
Symbolizing the Goddess of Courage, this pendant shows its bearer to be of great courage, unflinching in the face of great dangers, real or imagined.  It shows that its owner fears nothing and nobody, and is willing to do whatever his station in life calls him to.
It is often taken to mean that its owner is fit to become a Juror of Courage.

VI - Combat

A - Turns
The game is divided up into turns, and each turn lasts 1 second.  During most of the gameplay, this will be irrelevant, but in combat, or when split-second operations are taking place, the concept comes into play.

What a character can do in a turn depends on it's speed.  See the following list:

Speed 	1 	Attacks 	1 time every 6 turns.
	2		1 time every 4 turns.
	3		1 time every 3 turns.
	4 		1 time every 2 turns.
	5 		1 time every turn.
	6 		1 time every turn.
	7 		1 time every turn, 2 times every 3 turns.
	8		1 time every turn, 2 times every 2 turns.
	9		2 times every turn.
	10		2 times every turn, 3 times every 3 turns.
	11		2 times every turn, 3 times every 2 turns.
	12		3 times every turn.

Be sure to remember how often your character attacks, so you won't have to keep looking it up.

When two creatures attack in the same turn, first the players will announce what the creatures will attempt to do in that turn, and then one die will be rolled for each creature.  The creatures will then move in the order that they rolled.  If two of the rolls are the same, the characters move simultaneously.

Any character may attempt to dodge any attack, but by doing so, the character sacrifices its next attack, and cannot dodge again until after it was supposed to attack.  For a character with a speed of 9, this is hardly an inconvenience, as he can attempt to dodge a blow, and still attack in the same turn.  However, if a character of 4 sees a blow coming in the first turn of a fight, and chooses to dodge, he will do so, but will not attack in two turns as he would normally, and will have to wait until his next attack in the fourth turn.
Dodging doubles a character's Speed against the attack he is dodging, and against no other attacks.

Many actions are roughly equivalent to attacking, but some are not.  Here are some examples of some common actions, and how many attacks they would take the same time as.
1 attack:.  Open a door, drink vial, pull item out of purse, remove pack.
2 attacks:  Unlock/lock a door, put on pack.
3 attacks:  Pull item out of pack.
4 attacks:  Tie/untie rope, strap, etc.

B - Attacking
To attack a creature, roll 1 die. To hit it, you must successfully roll your Attack minus your target's Speed or less.  
Since it is the Manager's responsibility to keep track of creatures, he will usually be keeping track of things attacked by the party (unless they are quarreling among themselves, or one is playing a bad guy due to an Enslave Spell or something similar).
Say a character is attacking a ghini. The Manager knows that the character has an Attack of 9, and the ghini's Speed is 4. Since 9 minus 4 is 5 (9-4=5), the character must roll 5 or less.  Usually the Manager will not need to convey all this information to the player.  He will simply watch and report the results.  If the player rolls a 3, he will tell that player that the character has successfully hit the ghini.  If he roles a 6, he will say that the character has missed.
If a character must roll a 0 or less to hit, roll a die anyway.  If the player rolls a 1, he still has a small chance to hit.  Add 5 to the character's Speed (for this one die roll), and roll again.
For example, a slow Calian with an Attack of 9 is attacking a Moby (which has a natural Speed of 10).  To hit the creature, the Calian must roll -1 (9-10), which is clearly impossible.  If the player rolls anything but a 1, the character misses.  If the player does roll a 1, roll again, if the second roll is 4 or les (9+5-10=4), the character hits by a stroke of luck.  If the character rolls a 5 or 6, it is still a miss.
What happens if a character misses with a missile weapon (bows, magical bolts, etc.) is more or less up to the Manager.  If there are characters or creatures behind the target, they stand a chance of getting hit, but not a very good one, since the missile was not aimed at them.  All such "rogue" missiles can be considered to have an Attack of 7, which means that they should be easily avoided by most creatures.

Optional Rule:  If you prefer to add a bit more chaos to the game, you could use the rule that all Attacks be rolled, whether the character has a chance to miss or not.  If a 6 is ever rolled, roll again, and if you get another 6, the character misses because he tripped, or was dazzled by sunlight for an instant, pulled a muscle, etc.
Similarly, you could opt to roll for characters that have no chance at all to hit (defending Speed is 5 or more greater than attacking Attack), and re-roll if it comes up 1.  If you roll another 1, the character hit by pure luck, because the opponent tripped in fell into the weapon, or pulled a muscle and couldn't move properly to avoid the blow, etc.

C - Shields
A character with the Shield skill using a shield can hold it in front of him to catch blows during any turn in which it is not attacking.  During a turn in which the character attacks, the shield is dropped.
If a character sees an attack coming from a direction in which he is not blocking, he can sacrifice his next attack in order to turn the shield to block it, but he will stay facing that direction until the turn in which he would have attacked.
A character without the Shield Skill trying to use a shield must roll 1 die each time he attempts to block a blow from the direction he is facing.  (Such a character cannot block blows from other directions.)  If he rolls higher than the Attack (minus penalties) of the attack he is attempting to block, the block will be successful.  Otherwise, the shield has no effect.
(Note:  You must declare, at the start of the turn, which creature you are blocking missiles from, or your character will be assumed to have the shield dropped.)

Other items may be used as shields as well, with varying amounts of success.  A character with the Shield skill can use any object it can hold as a shield, but it will work as a Shield wielded by a character without the Shield skill as described above.  Managers may impose penalties for using heavy or cumbersome items such as small tables, coat racks, or chairs

D - Darkness
Ill-prepared or surprised characters may find themselves in dark environments.  How dark is "dark" depends highly on the Manager's interpretation, but generally, caves are considered to be dark, and other terrains are not.
It is interesting to note that the Valley of Death on the island of Hyron, east of Hyrule is always dark because the volcanic ash that rises from that hellish place blots out the sun except during the strongest of winds.
Creatures fighting in darkness (except for creatures that can see in the dark, noted in the individual descriptions) lose two points of Speed and Attack, cannot dodge, and use all missile weapons at Attack 7.  They cannot see more than 10 feet in front of themselves, and cannot read or write legibly.
Characters cannot use shields in darkness unless they have the Shield skill.  Characters competently using shields use them as though they did not have the Shield skill as described above in C - Shields.

E - Awakening
If a character is asleep when something loud or exciting happens near it, roll one die.  On a roll of 1-3, the character  wakes up, and takes stock of its surroundings.  On a roll of 4-5, the character half wakes up, and does not fully realize what is going on.  In this state, the character can hear, but cannot see.  On a roll of 6, the character sleeps on.  Re-roll every time something interesting happens in the room.
Any sleeping character will immediately be fully awake if it is attacked in any way.

VII - Magic:

A - Magic Meter:
The Magic Meter is located just to the left of the Life Meter on the Character Sheet.  You use it to keep track of how much Magic Power your character has.

B - Magic Items:
Magic Items are items that are powered by a character's Magic power, or else which summon magical powers, themselves.  All magic items require the Magic skill to use.

1 - Wands
Wands are items - usually made of wood, but sometimes out of other substances as well - which will cast a spell when activated using the Magic skill.  Most will drain magic from the character.  How much will depend on the individual wand.
Making a wand requires a special skill - "Make Wand."  This skill does not appear on the character sheet, and must be listed in "other."  This skill obviously has the Magic skill as a prerequisite.  It requires roughly a year to learn this skill, or else 10 Character Points.  Once this skill is used, a sage may then go on to learn to make the individual wands.
Learning to make a wand usually requires about a year of study.  Difficult wands can take longer to learn.  
Most wands require at least 10 points of Magic to make.

2 - Medallions
Medallions cast powerful spells over a large area, affecting everything but the wielder of the Medallion.
Making a medallion requires a special skill - "Make Medallion."  This skill does not appear on the character sheet, and must be listed in "other."  This skill obviously has the Magic skill as a prerequisite.  It requires roughly two to three years to learn this skill, and is not available to starting characters.  Once this skill is used, a sage may then go on to learn to make the individual medallions.
Learning to make a medallion requires three or four months of study for simple ones, and longer for truly powerful ones.
Most medallions require at least 16 points of Magic to make.

3 - Other Magic Items
Making other types of magic items present similar challenges.  A character must learn to make the item, and the process could take a year (think of three college semesters, to get an idea of the scope of the task).
I.e., to make a Magic Sword, a character must somehow gain the Make Magic Sword skill.  To make a magic candle, the character must know the Make Magic Candle skill, etc.

C - Spells:
In the Character Creation process, players can give their characters starting spells by spending a character point for each spell; however, there are some spells that starting characters cannot use.
To learn a spell, a character must seek out a magician who is proficient with the spell, and skilled in teaching, as well.

1 - Bolt (1/damage)
Using the bolt spell on any creature will inflict as much damage as a character spends Magic points, and a player may spend up to 4 of his character's Magic points to cast one.  A Bolt always has an Attack level of 15 and a Penetration Factor of 2.

2 - Shield (2)
Using the Shield spell consumes 2 points of Magic, and magically doubles a character's Life for about 5 minutes.
Note that this spell doubles the character's Life only, not his Life and armor.  To represent this on the Character Sheet, fill one column of Armor Points with Life tokens.  It doesn't matter which column you use, since the spell is only temporary.

3 - Jump (1)
Casting this spell consumes 1 point of Magic, and allows the character who casts it the ability to jump 15 feet in the air for about 5 minutes.

4 - Life (6)
Casting the Life spell consumes 6 points of Magic and magically restores 3 points of Life.

5 - Fairy (5)
When this spell is cast, the caster turns into a fairy.  When the spell is cast, the manager rolls 4 dice to determine for how many turns the spell will last.  When the spell wears off, the character returns to its natural form.

6 - Fire (various)
The Fire spell can be used in two ways.
If cast as a bolt, a fireball shoots out of the magician's hand, at an Attack level of 20 and Penetration Factor of 3.  The amount of damage it causes depends on the amount of Magic used.  For every 2 points of Magic used, it causes 1 point of damage.
If cast on a metallic weapon such as a sword or spearhead, it will consume 2 points of Magic and cause the weapon to fire bolts of flame at the owners command up to once every 3 turns.  These bolts have an Attack level of 20 and a Penetration Factor of 2, and they inflict 1 point of Damage.  The effects last for about 5 minutes.  Note that the magician can only cast fire on his own weapon, and if he lets go of it after casting, the spell is broken.

7 - Ice (various)
When this spell is cast, a glowing, white bolt shoots from the Magician's hand, turning the first thing it touches to ice for as many minutes as the caster used Magic points.

8 - Thunder (8)
The Thunder spell inflicts 5 points of damage to any creatures within a 20 foot radius.

9 - Healing (12)
The healing spell heals temporary conditions such as paralysis from bubbles, transformation spells, and the Enslave spell.
It can also counter the Shadow or Mirror Mimic spells, but to counter Mirror Mimic, it must be cast on the mirror used to create the Mimic, and not on the Mimic itself.

10 - Enslave (16)
The Enslave spell can be used to command any object or device that is capable of motion to do some task.  It is often used on corpses or machines.
The object of the spell must be capable of doing the task ordered, or the spell will have no effect.  For example, if the spell is cast on a cart, the cart can be ordered to do some task ("Go to the house," etc.), but if it is cast on a sword, it will have no effect, since a sword has no moving parts.
The spell will last until it is countered by a Healing spell, or until the task ordered is completed.  If the order remains standing in perpetuity ("Guard the entrance," etc.) it can last indefinitely.
The order given must be brief and easily understood.  "Guard the door," "Take this item to the river," and "Kill all intruders," are all examples of legitimate orders.  "Kill everyone except me," "Open all the green bottles," and "Make a drum," are all commands which are too complex, even if the object used is capable of the action.  "Take this away," "Stop him," and "Bring me an apple," would not work, because they suggest several possible courses of action.  Take it where?  Stop him how?  Bring which apple?
Once an object is enslaved, it can be given a new order at any time by spending 2 points of Magic and speaking the command.  (Obviously, the object must be in hearing range.)

11 - Phase (1/turn)
When this spell is cast, the magician's body, and all of the items he is carrying, become ethereal, allowing him to pass, unharmed, with them through any solid object.  Fire, being itself ethereal, will still injure phased creatures, as will any magical attack, magic weapons, or attacking spirits.

12 - Teleport (1/foot)
The Teleport spell allows the caster to magically and instantaneously move in any direction, regardless of any matter in the way.  For instance, a magician can use this spell to move to the other side of a door or wall.  The amount of Magic used depends on how far the caster teleports.

13 - Mirror Mimic (16)
Casting the Mirror Mimic spell on a mirror will cause the reflection in that mirror to come through the glass into reality.  (The mirror must, of course, be large enough to accommodate the object.)  From that time on, the object used will cast no reflection in that mirror.  However, since an object can have many reflections in many mirrors, more than one reflection of a single object can be brought out of a mirror.
If this spell is cast on the reflection of a living creature, an exact mirror image of the creature will come through the mirror.  The two will be indistinguishable in manner, personality, goals, desires, and tastes.  If the original creature is killed, any and all reflections of it will instantaneously return to their mirrors.  If a Mimic is killed, it will vanish, and the mirror used to summon it will never again cast a reflection of the creature.
A Mimic will not cast a reflection in any mirror, and will be invisible to a creature using a revealing Magic or object (such as the Cross or Lens of Truth).
If the healing spell is cast on the mirror used to create a Mimic, the Mimic will instantaneously return to the mirror.

14 - Shadow Mimic (20)
When the Shadow Mimic spell is cast on a living creature, it's shadow will spring to Life, and attack that creature.  If the Mimic or the creature mimicked dies, the Mimic resumes its natural role as a shadow.
As long as the Shadow Mimic lives, the character mimicked will cast no shadow whatsoever.
If the Healing spell is cast on the Mimic, the spell will be broken.

Note:  This is not, by a long shot, a list of all possible spells.  It is a list of known and common spells.  There are literally millions of possible spells.  In practical application, any spell your Manager will accept is possible.

VIII - Setting:

The world that Hyrule exists in is very reminiscent of the French or English Renaissance period on Earth, with the significant exception that magic is quite common.  The main countries we are concerned with in it are Hyrule and Calatia.  

A - History:
Hyrule was in an age of chaos.  Local lords squabbled over land and power, and the leaders of Ruto, Mido, Saria, and Kasuto set themselves up as local kings.  Although there was no war between them, per se, their land-feuds were often bitter and heated.
In the midst of this chaos, in a little kingdom in the South, a legend was being handed down from generation to generation, the legend of the "Triforce;" golden triangles possessing mystical powers.  The capital of this small kingdom used to be Castle Hyrule in the center of Southern Hyrule, and to the west of it was a great city called "Kakariko," which was the center of Hyrulian culture. 
One day, an evil army attacked this peaceful little kingdom from the Southwest, and stole the Triforce of Power.  This army was led by Ganon, the powerful Prince of Darkness who sought to plunge the world into fear and darkness under his rule.
Ganon destroyed Kakariko, and burned the forest that surrounded it.  The few who survived sought refuge in small caves, and holes under trees.  
Another contingent of his army made it to the Hyron, a short ways from the mainland in the great eastern sea.  There, they destroyed Kasuto, and forced its residents into hiding.  
He successfully invaded Hyrule Castle, but by the time he made it to the Throne Room, King Harkinian had already been safely teleported many miles to the north, but his daughter, Princess Zelda, was not in the castle.  She had already fled with the Triforce of Wisdom, hoping to hide it from the evil wizard.
Princess Zelda divided the Triforce of Wisdom into eight fragments, and hid them in the Labyrinths of Hyrule.  She was captured, and put under guard in the Death Mountain Labyrinth, but before Ganon could recover the Triforce, he was killed.
The kingdom was saved from destruction by a boy named Link, a member of the Knight's Line who singlehandedly recovered the Triforce of Wisdom and destroyed Ganon.
After that time, Ganon's underlings formed a Brotherhood and began work to destroy Link and resurrect Ganon, but Link fulfilled his destiny at age 15 by recovering the Triforce of Courage, reuniting the Triforce, and bringing an uneasy peace back to Hyrule.
Link wished for Ganon's work to be ended once and for all.  In answer, Ganon's ashes disappeared thus destroying all hope of resurrecting him in any way short of using the Power of Gold itself.  Since this time, the Brotherhood of Underworld Monsters has sought to obtain the Triforce and wish their leader back.  
In addition, the land is still threatened by infrequent barbarian attacks from the north-west, and ambitious wizards and politicians who would seek to steal the Triforce from Link.
Harkinian now rules from the North Castle, in the valley between Rauru and Ruto.  Southern Hyrule has been abandoned, as much because of superstition as because of the damage done to the area.  Most Hylians believe it to be cursed, and will not venture near.
Link has been named General in Chief of the Royal Hyrulian Army, which is currently engaged in routing out the remnants of the Brotherhood of Underworld Monsters and destroying Ganon's unholy work once and for all.

B - Geography:
Until recently, Hyrule was split up into smaller factions, until the comming of Ganon united the Hyrulians against a common foe.  Hyrule occupies the eastern side of a huge continent, and one island in the Great Sea, called Hyron.  It is bordered on the south, east, and north by the Great Sea, and on the west by the Barrier Mountains.  Its main cities are Ruto in the northwest, Rauru to the east of the North Castle, Mido on the Eastern Sea, and Saria north of Death Mountain.  An ancient and powerful city called "Kakariko" used to exist south of Death Mountain, but now all that remains of it is its graveyard, which is now perpetually haunted by Ghinis.
Hyron has three cities of note.  Nabooru, its capital, is still a large and prosperous city.  Ganon's army left it mostly intact, and only occupied it, since it was important, strategically.  However the roads leading to the port and to southern Hyron were destroyed.  They are currently being rebuilt, and should be done by next year.  The other two towns on the island are Darunia in the north and Kasuto in the south.  
Darunia is a small, out of the way mountain village, which is rather isolated due to the treacherous mountain pass leading to it.  The villagers have petitioned the king to build better roads and bridges, and the King is not unsympathetic, but does not have the resources yet.
Kasuto used to be about a day's journey down the road south of Nabooru, but that city was destroyed.  When Ganon stole the Triforce of Power, a cataclysm began, and moas began haunting the city.  The inhabitants took what they could carry and fled east.  They established New Kasuto in a secluded forest cradled by cliffs on the west and the sea on the east.  It is only accessible through a cave running through the mountain.  When Ganon's forces found a practically abandoned city, they sacked it for valuables, and burned it to the ground.  Now little is left besides ruins and basements.
East of Hyron is an interesting site.  There is a very long bridge, about a quarter of a mile long, and probably held in place by magic, which leads to the Island of Mazes, which is completely filled by a vast maze the Old King, Hydrakian, built it there, to guard the way to the Fourth Palace.
The other noteworthy place on the island is the Valley of Death, the most hellish place in the known world.  This valley is not nestled between ordinary mountains, but between volcanoes, which ooze lava down into the valley floor and belch ash and smoke into the air.  It is difficult to navigate without powerful magic, since you must jump from foothold to foothold, and the place is perpetually as dark as midnight since the ash blots out the sun.  It was in this nightmarish place that King Hydrakian built the Grand Palace where the Triforce of Courage was stored for centuries.  It is fitting that it would be hidden here, since even entering the Valley of Death takes great courage.  Navigating it takes infinitely more.

C - Culture:

1 - Succession of the Crown of Hyrule:
In the event of the death of a king of Hyrule, the crown shall be passed to his oldest son.  
If the king has no son alive, it shall be passed to his oldest child.
If the king has no children alive, it shall be passed to his eldest grandson, or, barring such, the eldest granddaughter.
If the king has no descendants, it shall be passed to the King's eldest brother.
If the king has no brother, it shall be passed to his oldest sister.
If the king has no siblings alive, the order of precedence continues as follows: Oldest male first cousin, oldest female first cousin, oldest nephew, oldest niece, and so forth.
The firstborn daughter in each generation is given the name Zelda after Zelda the Dreamer.

2 - Obligations of the Crown:
The duty and responsibility of the royalty of Hyrule is to protect the people.  The crown must never take a course of action which would cause harm to its nation or subjects.
As such, the royals have hardly any rights of their own, as regards their personal lives.  They must always live for duty and purpose.
However, the weight of the crown is lightened some by privilege.  The royals of Hyrule live in the grand North Castle, in the lap of luxury.  Their decorations are lavish, and their furniture comfortable.  Royalty are never hungry or cold in their palaces, and have a royal guard for protection.

3 - Obligations of the People:
The people of Hyrule are expected to obey their king in all things, and to serve their land well.  
They are to send a portion of what they produce to the King to be used for the good of the kingdom.  For example, a blacksmith is expected to send every tenth piece of armor he makes to the Hyrulian Army, a miller every tenth sack of flour, and a shepherd one sheep per flock per year.
Laborers are expected to spend one month out of the year in service to the kingdom.

4 - Principle Laws:
The most sacred laws of Hyrule are these:

a.  	To attack another person when you are not attacked will result in imprisonment.  To kill a person who has done you no wrong will result in death.
b.  	To steal a possession which rightfully belongs to another will oblige you to pay back the item, and another item of equal wealth.  If you steal a sack of flour, you owe your victim two.  If you steal a diamond ring, you owe him two.  If you cannot pay, you shall work until you can, however you must, whether as a miller or as a miner, or as whatever you must become to repay the debt.
c.	Any citizen has the right to appeal to the royalty over any matter, although it is a very bad idea to waste His Majesty's time with trifles.  Audiences are granted in the order the requests are received, and the word of the King is always final.

5 - Military:

a. History:
Up until the Invasion, the Southern Hyrulian military consisted of the Order of the Knights of Hyrule, and hired soldiers.  In general, the Knights defended Hyrule Castle, with a few stationed in Kakariko, and the soldiers were assigned to border patrols and general police work.  Since the most devastating attacks Hyrule ever fell under were occasional small raiding parties from the northwest and weak rampaging monsters, there has not been a large border guard within anyone's memory.  
The other parts of what is now Hyrule were variously, but similarly equipped.  Southern Hyrule's army was one of the largest, but a balance of power existed, with Calatia emerging as the most powerful nation in the area, militaristically speaking.
Currently, the Royal Hyrulian Army consists of what remains of the Knights of Hyrule and hired soldiers.  The Knights are all palace guards at North Castle defending the Triforce.  The rest of the army consists of patriotic Hyrulians, hired mercenaries, and professional soldiers.
Since the Invasion, the armies of all the nations that now constitute Hyrule have banded together under King Harkinian, thus composing the largest known military force in the world; however, even this force often has its hands tied.  The border patrols are no larger than they were in any of the individual states before the Invasion, and the Castle Guard at North Castle is smaller than either the one at Hyrule Castle or North Castle used to be.
The Knights of Hyrule took the brunt of the attack, and most of them perished in that fight.  The Castle Guard of North Castle has mostly been dissolved through promotions to ranking positions in the Army, since the recent events have produced a devastating shortage of qualified officers.

b. Divisions:
Aside of the Castle Guard, the Army consists of three divisions, Police, Border Patrol, and Hunters.  
Hyrule does not currently have a proper navy, but a new shipyard is being constructed in Mido Town to remedy that problem.

i. Police
Each town in Hyrule has a contingent of soldiers assigned to it for purposes of keeping the peace, resolving disputes, collecting and delivering taxes, and defending the town from intruders and monsters.
The size of the force of soldiers in each town varies, depending on the town's size and importance, but typically 1 guard is stationed to every 20-30 citizens.

ii. Border Patrol
The border is patrolled by bands of soldiers in groups of anywhere from 5 to 10, who usually simply march along the border of Hyrule from the southern end to the northern and back again.  They look for trails, old fires, or anything else that might suggest military activity or other threats near the borders.  Typically, about 15 or 20 of these bands are active at any one time, but the numbers vary drastically depending on the number of soldiers available.

iii. Hunters
The Hunters are the bravest of soldiers, who take on the least pleasant of jobs.
When monsters attack, the Hunters are dispatched to find and eliminate them.  They are well equipped, and consist of the best men in the Army.
Although the commander of all Hyrulian forces, Link considers himself to be a Hunter, and pays special attention to this branch and its well-being.

c. Ranking:
i. Castle Guard
The Castle Guard of Southern Hyrule before the invasion consisted mainly of members of the hereditary Order of the Knights of Hyrule.  Now, due to a shortage of good fighters, the ranks are being opened up to more soldiers.  The current guard consists mainly of the Knights of Hyrule and the old Castle Guard of North Castle from Northern Hyrule before the unification.  To be a Castle Guard, a soldier must be competent in swordplay, swear allegiance to the king personally, and serve for at least five years in the army.

Watchman is the official title of North Castle's lookouts.  They are usually stationed on the parapets and towers, and control the drawbridge.
They are equipped with P3 D1 swords and P1 shields.
They earn 7r per day.

Dark Knight  is a more skilled watchman.  To become a Dark Knight, a Watchman must have an Attack of at least 9, and must have served for at least one year as a Watchman.
They are equipped with P3 D1 swords, P1 shields and blue armor.
They earn 8r per day.

Lancer is a high rank of castle soldier.  These soldiers usually stand guard at the gates and important checkpoints in the castle.  To be considered for Lancer, a Dark Knight must have an attack of at least 10, must have served as Dark Knight for at least 2 years, and must have learned the Spear and Throwing skills.
They are equipped with P3 D1 enchanted spears that return to them the turn after they are thrown, and red armor.
They earn 300r per month.

Captain is the highest rank of guard.  The captains supervise all military activity in the castle, and assume command during attacks.
Lancers must learn to use the Ball-and-Chain to assume the rank of Captain.  It is an unusual weapon that requires about a month of training.  It has a Penetration Factor of 4, and inflicts 2 Damage.
Captains are equipped with Yellow Armor and a Ball-and-Chain.
They earn 400r per month.

ii. Army

Footsoldier signifies an enlisted soldier with no military training.  As such, they are given room, board, and daily training in whatever weapon they show the most aptitude for.  Usually, they are trained in swordplay, as it is the most common form of combat in Hyrule.
These footsoldiers cannot be considered for promotions to ranking positions until they have completed at least 1 year of service, and demonstrated their skill in battle to their superiors.

Recruit signifies a fighter who has sworn fealty to the king and country of Hyrule and been accepted into the Royal Army of Hyrule.
Recruits typically earn 1r per day, plus room and board.  Combat and hazard pay is typically 5r per day, plus a 20r bonus for completing a campaign.
To be considered for the Army, a character must be fit [Life 4, at least] and be a competent fighter [Attack 6, at least] and must carry a recommendation from a trainer, soldier, or other reliable source, endorsing him as acceptable material for the military.

Soldier signifies a fully trained Hyrulian warrior who fights under a captain and general in the name of the king and country of Hyrule.
Soldiers typically earn 2r per day, plus room and board.  Combat pay is typically 10r per day, plus a 50r bonus for completing a campaign.
To be considered for promotion to the rank of Soldier, a Recruit must show his skill in combat [Attack at 7, at least] with at least one close-combat weapon and one range weapon, preferably a sword and bow.

Captain signifies command over a specific duty or a smaller group of troops.  Captains command troops from the fronts, leading their groups into battle.
Captains typically earn 100r per month, plus room and board at North Castle, or in whatever fortress or town they are stationed in.

General signifies command over a large number of men.  Usually, one General is assigned to a certain area of Hyrule, or a specific war.
Most Generals make 250r per month plus room and board and the security of a fortress or guarded home.  They often receive gifts from the Royal Family after completing particularly noteworthy military maneuvers.

High General is a unique rank currently held by Sir Link.  The High General is known as the Minister of War in peacetime.  It is his job to know what all the branches of the military are doing at any given point, to allocate resources, and to deploy troops to different Generals in different areas.
The job of High General pays a 500r per month salary, plus plenty of food, and a room in a well-guarded tower in North Castle.

D - Economy:
As is typical of pre-industrial societies, there is a huge culture-gap between the royalty and the commoners, however the peasants do enjoy some degree of creature comforts.
The average Hyrulian lives in a one or two-room house, has a small farm, and works hard at his profession.  He owns one set of clothes, a good winter cloak or cape, a bed and bedclothes, and sufficient utensils to cook and eat.
Hyrule is a bountiful land, and very few ever go hungry.  Food and drink are typically cheap, and herbs for magic potions are common.  Thus, Hyrule usually generates a surplus of food, clothing, and magical brews, which it can trade to the mountainous land of Calatia in exchange for metals and gems which they need for plows, weapons, armor, and machines.

E - Science:
The main technologies in Hyrule are magically based, and mystical forces are harnessed in the same way as the natural forces here on Earth are by modern science.
Hyrule has no gunpowder, but it would be useless in a world where wands and spells dominate warfare.
Hyrule's mechanical science includes clockworks and siege engines such as catapults and balistas.
The high literacy rate this country enjoys makes research and development quite easy, and novel devices abound in Hyrule when the economy allows its residents enough leisure time.

F - The Brotherhood of Underworld Monsters:
The Brotherhood was formed when Link killed Ganon.  Wizzrobes said that if Link were sacrificed, and his blood were sprinkled on Ganon's ashes, their leader would revive.  They formed a loosely designed confederacy to hunt Link down and either kill or capture him.
The Wizzrobes have always been the secret masters behind the Brotherhood, and are obeyed as much out of fear as any kind of true respect.
In general, the Brotherhood is bumbling, incompetent, disorganized, and hopelessly small.  Nonetheless, they fight with courage, and plan their traps well, and the intelligence and guile of their Wizzrobe leaders make them a serious threat to Hyrule's peace.
Under the Wizzrobes, the Brotherhood is broken into three sections, Army, Navy, and Cavalry.

1 - Army
The Army is the largest branch of the remaining forces of Ganon's invasion.  
The officers consist of the Lizalfos and Daira, who seem to work well off of each other, the cunning of the Lizalfos offsetting the brute force and fury of the Daira.  
Under these are the Goriya who serve as footsoldiers and spies, and the Molblins who serve largely as cannon-fodder.  Molblins usually take the brunt of an attack, slowing opponents down more by their overwhelming numbers than by any kind of skill or courage.  
Under the Molblins are the Dagos, not so much because Molblins have any command abilities, but because the Dagos are at the bottom of the pecking order, and Goriya generally do not stoop so low as to claim the Dagos as part of their forces.  The Molblins enjoy having someone who makes even them look smart, and take their officerial duties seriously and with pride, if not competency.

2 - Navy 
Not really a navy, since the Brotherhood owns no ships, but they claim the term, anyhow.
The Navy consists of Zola, and hordes of vile bago-bagos which are left mostly to themselves.  The Zola do not work well with other races, and usually attack more or less randomly - terrorizing rather than effectively fighting.   Bago-bagos are set up more or less as traps, making certain bridges impossible to cross, for all intents and purposes.

3 - Cavalry
The officers in the Cavalry consist not of horsemen per se, but of Lyonels, creatures with the lower body of a horse.  Not great fighters toe-to-toe, but quite dangerous nonetheless, these creatures carry powerful weapons, and use them to great effect, and have a substantial amount of Life.  They usually take the back ranks behind more conventional horsemen, usually Molblins on horses or Daira and Lizalfos riding dragons.  Obviously, the scarcity of horses and dragons makes for a very small Cavalry.