Contained herein, a record of our travelers.

Next: Before the Journey (pt. 1)

Nuruli (New-ru-lee)

is a Gerudo woman in her mid 20’s. Her family and a few others live near the endless maze of the Eastern Palace Ruins in Lower Hyrule. Nearby, work has begun on carvings of the legendary seven heroines, in the base of what was once the Death Mountain range.

She lives with her grandmother and mother, and has some younger sisters, but the other two people on the farm are not related to her. Part of Nuruli’s Farmer duties on the family’s Cucco farm are protecting the homestead from the Levers and Geldmen in the encroaching desert, and she has attack prowess, and has mastered the use of bows and slings and hammers and clubs. She is a Desert Native as all Gerudo, and Bold. As a necessity, she has picked up First Aid as a skill in addition to her Robust form and skill with Animal Ownership.

Nuruli treasures a woven scarf, which her family has knit for generations, each adding their own story to the ongoing tapestry and passing it down to their eldest daughter when she reaches adulthood.. As such, one end of the scarf remains unfinished. Her favorite section shows her grandparent’s grandparent’s arrival back in Hyrule from the Southwest, and the world far beyond Hyrule.

Marah (Mahr-ah)

is a Hylian woman who is 30. She and her father act as groundskeepers of a cemetery near the relocated Lon-Lon Ranch, a short walk from Castle Town in Central Hyrule. As part of  her work tending to the graveyard, Marah became used to using polearm style weapons so that she could scare back Poe without getting too close, and even had specialized shovel made.  Despite spending much of her time tending to the cemetery, Marah truly finds joy in Music, especially dance, and wishes she could become a Minstrel full time instead, which causes conflict with her father.

She is Well-Traveled, albeit it never too far in any direction, always needing to return home. Unfortunately, a cemetery is also a good place to learn a certain Knowledge of Tradition, since visitors are almost always filled with the kind of nostalgia and desire for permanence that encourages storytelling.

She discovered her Mystical and magical talents when investigating a grave site one day. Someone had moved aside the gravestone and revealed a hole, which Marah tripped into. In a flash of panic, she created a shower of sparks and the shape of wings — though they did no good in preventing her tumble. Although her initial encounter with magic was frightening, Marah soon came to appreciate her gifts, and the sometimes volatile and passionate magic of the Goddess of Power. She has learned a certain Perseverance as part of her sometime firey forays into magic use.

Marah treasures a blue bandana, which used to belong to her mother. When Marah was a very young child, she and her mother were out in Hyrule Field picking berries when it began to rain. Her mother tied her bandana around Marah’s head to protect her, but the rain became a storm, and they took up shelter. This led to them being out past dark, and the pair were attacked by some Stal-creatures in the night. At her mother’s command, Marah ran fast and made it home, but her mother was not so lucky…

Impa (Eim-Pah)

is a Hylian woman of 28 of the Sheikah clan, who takes the responsibility of the legacy of her name very seriously, believing that his a Keeper of Legend in both body and soul, giving keeping her technical mind sharp.. However, the chief of Kakariko Village and the thriving Sheikah clan denied Impa’s parents’ claim that their child was the next reincarnation of Impa. Not to be dissuaded, her family named her Impa anyway and raised her with the knowledge that she was meant to play an important role in upcoming events. She learned, as many Sheikah do, the art of being Stealthy and the mastery of light blades. 

Ten years later, the chief’s wife had a female child, who the clan decided was the true reincarnation of the Impa soul, and so she also bears that name. Eventually, Impa’s family left Kakariko village, disgusted with the direction of their clan and their focus on the encroaching Gerudo desert and the Zora as potential threats. By then, Impa’s family and a few other members of the Sheikah clan were growing wary that the Royal Family had no female heir, and hadn’t for some time. They sensed a different looming danger, and rooted in the consequences of a cycle without a Zelda in the Royal Family.

As for Impa, she now lives in the growing Necluda Village, located about halfway between Kakariko Village and the burgeoning Hateno farmsteads near the coast. She finds this crossroads a very useful place to keep her ears open, as travelers pass through more often than in most areas of Hyrule. She also runs a small restaurant, using her love of Crafting (Food) to entice even more people to stop through and talk to her.  Impa is incredibly Perseverant as a result of her life’s events. Part of her Sheikah training was the use of specialized items when necessary, making her quite a Gadgeteer.

Impa treasures a simple mess kit, a small pot with interlocking dish and utensils. It was the first thing she was ever able to buy for herself, and symbolizes both her love of cooking and her independence — even though she rarely cooks single person meals anymore.

Umad Karin (Oo-Mahd Kah-reen)

is a young Hylian woman of 19 years. She goes by the name Karin or Karina, as she associates the use of her full name with being told what to do so much, growing up on a farm in the Hateno region. She now lives on her own on a horse-back archery training track nestled between two mountains in the eastern Necluda region, halfway between the first of the Hateno farms and the Necluda Village.

When she was a younger teenager, Karin happened to see an Ocoto Balloon lifting up out of the forest. She took a shot at it with a rock, and it popped! This installed a strange passion to continue popping balloons, Karin wanted to know what the best way to pop these balloons was, and began mastering bows and slings in order to hit them more efficiently. Along the way, she learned enough of Improvised Fighting to be comfortable using a wide variety of weapons, though she also mastered the use of light blades in her time on the farm.

She also learned skills for Tracking  and Trapping Octoroks to get her coveted balloons. When the other farmers saw what she could do, and knowing she hated being tied to the strict scheduling of farm life, they asked her to begin using those skills to bring in meat, and she learned to Hunt. So obsessed with the balloons is she, that she has become an apt Scavenger

Karin treasures a carved Lizalfos horn, for reasons she does not typically share. She also owns a very stinky horse with a strange, wide gaze and bad gait, called Linkle.