Races of Hyrule Many races permiate the fields of Hyrule and the surrounding areas, this is but a small collection of some of them. Throughout this guide you may come across races that are eerily similar (reskins) to the Forgotten Realms and a few that are completely new or amalgamations of previous races. About this guide This guide was created using The Homebrewery and the Zelda Wiki race section, along with Wizards of the Coast's 5e Players Handbook. It's highly suggested that you also use the actual Players Handbook as this guide will be referencing it often. Also this is from the world of The Legend of Zelda, which is owned by Nintendo. But, since this guide isn't being sold anywhere, in your face Nintendo lawyers! This is just fan stuff and you can't stop me from playing DnD with it! Try Homebrewery! It's a free tool created by a wonderful person, and you should feel free to homebrew to your hearts content. The different species During your travels you may come across races of folk that are more common than others. Those that stay in their villages, due to the growing numbers of monsters in the area, are fairly used to the sights of these beings. Hylians are by far the most common of the races, but it seems as though no matter where you go, people will be delighted to see one such as yourself up close, no matter your race. Whether your a traveling Goron lookin for rare minerals for a beautiful dish, or a Zora interested in combating local fisherman, you'll have a fine time traveling. Before you Begin This was all written by an amateur. In no way am I telling you that this is a perfect guide, in fact I'm telling you the opposite. Feel free to contact me at u/Trigger93 on Reddit to tell me that I'm wrong and all of this is way too OP. Click the user link.

Search for "Message."

If you desire to compliment me, I'm always accepting those. Feed my ego.

If you're wanting to explain why I'm wrong, I probably posted this in r/UnearthedArcana so feel free to go to the comments on that thread and complain. However if you really like it I suggest saving it as a PDF and then telling me how the game played. Go, fight, WIN! and call me when you get back Darling, I enjoy our visits. -Edna Mode, The Incredibles Diversity of cities/cultures Of course with all Hyrulians the races are split into their own cities, very rarely do the races of Hyrule share the same land with the other races. Zora's domain for example is almost strictly Zora, while the Deku Kingdom (Perhaps in the Southern Swamp depending on your game) is likely Xenophobic in how they treat outsiders, expect on rare occasion when hero's are needed. Note: Describing bad traits of cultures in general does not mean I endorse these traits, also know that these descriptions more or less represent the average member of a specific race, there are always outliers in any culture and any suggestions on how to play your character are just that, suggestions. Subverting expectations isn't just encouraged, it's expected! 1

Common Races Of the more common races these are the ones that can pass in any domain with very little issue. It is hardly questionable when these races walk somewhere new and they oftentimes are met with polite indifference by the local populace. No one would even question seeing these folk wandering through their neighborhoods as they blend in quite well. Hylians Telyn sauntered up to the Milk bar after finishing his brew, he was a regular here and loved by all who had some coin. It wasn't long before the warmth of Lon Lon ranch's milk rested deep in his belly and he felt chipper enough to grab out his lute, this night would be a fun one, and he was the center of it. -Excerpt from The Travels of Telyn, Bard of the Brew Hylians are a diverse group of people with not much in common with one another. They come in all shapes and sizes, rich and poor, quiet and outspoken. They travel the furthest of any of the races and generally keep trade going throughout the lands. From explorers to scholars and knights, adventurers of the Hylain race are likely the most plentiful. Hylian Traits Even though they're diverse, they will have these traits. Ability Score Increase. Your ability scores will each increase by 1. Age. Hylians reach adulthood in their late teens and live less than a century. Alignment. Hylians tend toward no particular alignment. The best and the worst are found among them. Size. Hylians vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Hylians typically learn the languages of other peoples they deal with, including obscure dialects.



























Favored classes Despite being the most common race with a large variety, most adventuring Hylians you'll find would find themselves to be of these classes. Ranger. Hunting and trapping is almost a specialty of the Hylian race. None are more praised for their skill than a Hylian Archer. Fighter. Knights of Hyrule and Guards are well respected no matter where they wander off to. While it is true that many are aloof at times, their love for their kingdom is a point of pride for them. Bard. Throughout the ages stories of The Hero always state that he has some sort of instrument that helps him play to the melody of the universe. Songs hold a special power in this world and Hylian Bards attempt to be just like the Hero they revere. Varient Hylians If your campaign uses the optional feat rules from chapter 5 of the Players Handbook, your Dungeon Master might allow these variant traits, all of which replace the hylian’s Ability Score Increase trait. Ability Score Increase. Two different ability scores of your choice increase by 1. Skill Proficiency. Gain proficiency in one skill of your choice. Feat. You Gain one Feat of your Choice. 2

Gerudo Kylin looked across the square to see the most beautiful woman he had ever seen in his life. Tall, lean, dark, with gorgeous red hair. His mother had always warned him to stay away from the warrior women of the desert, but all his common sense went out the window as he looked upon her beauty. No matter how long he lived, he would never forget this moment. -Bara's father's journel Chapter: "meeting your mother." The Gerudo are a warrior race of redheaded women. Tall, lean, and usually theaves, these desert dwelers will often adventure far and wide to find a Hylian lover. They always have daughters, except... on... an extremely rare occassion. Gerudo Traits Your Gerudo will have these abilities at creation. Ability Score Increase. Your STR increases by 2 and CHR by 1. Age. Gerudo age at the same rate of Hylians. Alignment. The Gerudo tend toward Lawful. Depending on the time period, they might be the greatest allies, or the worst of thieves. Darkvision. Thanks to growing up in the desert, you have darkvision as it's easier to travel at night than in the searing heat. Size. Gerudo vary little in height and build, Normally between 6 and 7ft tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Desert Born. Due to the heat, you have resistance to fire damage. Demonic Legacy. You know the control flames cantrip. Once you reach 3rd level, you can cast the thunderous smite spell once per day. Once you reach 5th level, you can also cast the Enthrall spell once per day. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Gerudo. The Gerudo language is typically only in the written format as symbols and representations rather than words. Favored classes Anchient as their legacy is, and as diverse as they can be, Gerudo are a race of mostly warriors and shamans. Rogue. Renouned for their ability to infiltrate unseen, the women of the Gerudo tribe are quick with a blade and even quicker to hide. Fighter. Gerudo love their swords and shields, and there exist many crafters that trade with the Gorons for precious metals. Showing off the skill of one's design and use of their blade is a long lived tradition. Cleric/Paladin. Specifically light or thunder clerics Gerudo will take up the blade and channel the power of the sages to battle the forces of their heritage. Warlock/Wizard. Cultists, normally evil and worshipers of Gannon the Magic users of the Gerudo are usually shunned by society. They will most often be found as with an Infernal Patron or using Necromancy depending on the class. 3

Sheikah Shea held her holy symbol close to her heart as she listened from the shadows, atop a stone wall. She was dressed in all black and breathing heavily, and despite her nerves she had made it this far. She whispered a thanks to her granny Impa for her training and listened intently to the interlopers plans. While technicaly not actually seen very often in society, the people of the Sheikah are a tricky folk who vary from the Hylians slightly. They oftentimes have red eyes and purple hair, lean but otherwise indestiguishable from Hylains. They as a race are bound to work for the royal family. Their history is dark and shrouded in mystery, often delving into the darker arts in order to serve Hyrule from the shadows. Sheikah Traits Spoken of in whispers and with great ease, your Sheikah has the following traits. Ability Score Increase. Your DEX score increases by 2. Age. Sheikah reach adulthood at the same rate as Hylians, but live twice as long. Alignment. The Sheikah tend toward Good. Darkvision. Due to the nature of infiltration and the magic of your bloodline you have darkvision. Size. Sheikah tend to be lith and quick, Normally between 5 and 6ft tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Keen Senses. You have proficiency in the Perception skill. Mystic ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Languages. You can speak, read, and write Common and Sheikah. The Sheikah language is secretive and similar to Druidic and Thieves Cant. Subrace. Due to a split in ideals, the Sheikah have split into two seperate tribes that hate one another. <div style='margin-top:140px'></div> The sheikah clan Faithful to the Royal family they kept their clan name. Ability Score Increase. Your WIS score increases by 1. Sheikah Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Shadows. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. The yiga lan Traitors of Hyrule, or perhaps... They accept the world as is. Ability Score Increase. Due to your effective consumption of protein Your CHR score increases by 1. Yiga Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Heretical Magics. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once per day. Once you reach 5th level, you can also cast the Tasha's Hideous Laughter spell once per day. Charisma is your spellcasting ability for these spells. Favored classes Dispite their differences both clans have a tendency towards these classes Rogue. Known for being sneaky infiltraitors, even better than the Gerudo, the Sheikah and Yiga clans are excellent at hiding. Wizard/Sorcerer. Perhaps the best magic users in the land these clans share the common history of teaching the goddess Hylia the ways of magic in all her incarnations. Druid. Unknown to outsiders, the clans have a connection with the land that other races could only dream of. Honestly, who would suspect their cat of listening in on them? 4

Gorons "Brother! It is nice to see you!" Baruk walked up to one of his many brothers, not even knowing his real name. All gorons were his brothers and it had been long since Baruk had been to the Mountain. His travels had taken him to many lands full of trees and waters, and he couldn't wait to share his stories with his brothers. -Baruk, Merchant Gorons are probably an all male race. No one is quite sure how they breed and they tend to get quite flustered about those kinds of things when confronted. It's possible that they actually have no gender and just talk to one another in terms of male since they've picked it up from other species. For all we know they just pop right up out of the ground! Either way, they treat one another as brothers and family. While they might have a family unit of a father and son, they see all other Gorons as part of the same happy family. Gorons typically are content in their relaxing lives. Goron Traits Your goron character has a few natural traits to help build him. Ability Score Increase. Your STR and CON scores increase by 2. Age. ???? Gorons just get bigger with age, but in general the traveling ones are the size category of Medium. Fire Resistance. Gorons grew up around volcanic mountains, lava, and fire. You have a natural resistance to it. Darkvision. As cave dwellers and stone eaters they oftentimes find themselves in the comfortable dark. Curl. As a bonus action a Goron can curl up into a ball or get out of one. While curled you cannot use items, your speed doubles, and you have access to the Charger feat. Scavenger. Gorons eat rocks. As long as you're in a rocky terrain or have access some good tasty rocks, you have a meal. Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Power of Earth. You can cast the Earth Tremor spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Strength is your spellcasting ability for this spell. Languges. You can speak, read, and write Common and Goron. Charger: When you use your action to Dash, you can use a bonus action to make one melee weapon attack (1d10 at lvl 1, increase by 1d10 for levels 5, 11, and 17, Bludgening damage) or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Favored classes Being larger creatures that are mostly made of stone, most Gorons will fight up close and personal if pushed to it. It is true that most Gorons are big softies who put on a show of strength and would normally not harm a fly, but there are some truly powerful among them and if pushed to it they are the most powerful of foes. Monk. Gorons are known for rolling fast, sometimes up walls, and punching things with their rocky fists. Unless they have a specific interest in weaponry, most Gorons wind up resorting to punching things. Barbarian. Truly the most feared warriors are a raging Goron. Normally slow to anger most folk never see a Goron let out feelings of rage. But like a volcano, all they need do is erupt. Paladin. Known for keeping their word, Gorons make excellent oathkeepers. Trustworthy and hit like a truck, the experience of meeting a Goron Paladin will leave you dazed. 5













Zora The halls of the zora are quite beautiful, from what I can tell anyways. They appear to mostly spend their time underwater and most of their city appears to be such. I'm certain that I'm only able to see a small part of their world at the entrance. -Scribblings from Jira's travels The Zora are a fair folk, and one of the more mysterious of the common races. Most of their politics takes place outside the view of normal folk but it is said they are ruled by a king. Prideful and somewhat arrogant the Zora protect the waters from would-be poachers and pollutors. Zora Traits Ability Score Increase. Your DEX and WIS scores each increase by 2. Age. Zora reach maturity around age 25 and can live up to 250 years. Alignment. Zora tend toward lawful good. Size. The Zora are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. WIS is your spellcasting ability for these spells. Fish Folk. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Depths of the Water. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. Languages. You can speak, read, and write Common and Zorian.

Favored classes As one of the more mystical races the Zora tend towards these. Cleric. Zora are natural born healers and spiritual guides. Sorcerer. Due to their proximity to healing fairy fountains and the like, Zora have a tendency to be born with inherite magic. Fighter. As with most other races, being a guardsmen is a respectable profession to learn. Zora excell at making armor that works well for swimming. 6

Rito Flyson saw his allies in trouble far below, between flaps he pulled his bowstring and let out an arrow, flapping again before the arrow landed in the Moblins eye. Another score from above. -Flyson's Diary The Rito are a race of bird people, commonly working as messangers or merchants. They travel far and wide across the land and above it, free of all earthly constraints. Unlike many other races, you'd be hard pressed to find a Rito that hadn't traveled as an adventurer at some point in their life. Rito Traits Ability Score Increase. Your DEX score increases by 2, and your WIS score increases by 1. Age. Rito reach maturity by age 15. Compared to Hylians, Rito usually live twice as long to 200. Alignment. Most Rito are good and rarely choose sides. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. Size. Rito are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Ranged Weaponry Savants. You are proficient with longbows, shortbows, and crossbows and nets. Language. You can speak, read, and write Common, Rito, and Zorian. Flying with weapons As a note, even though their wings and arms are the same limb, by stopping at the top of a flap midflight, Rito have mastered hovering and using a weapon at the same time.

Favored Classes As travelors and seekers of freedom the Rito normally don't enjoy getting too close to the opposition. Ranger. Rito are excellent marksmen and have the highest quality of bows. Is it any real suprise that they might seek to be even better with the bow? Cleric. Help from above, these flying adventurers can stay out of range of most baddies and keep their allies from falling on the ground. Warlock Strangly enough the Rito happen upon Great Fairy Fountains on occassion and will sometimes make deals with these powerful beings. A birds eye view must make it easier to find. 7

Uncommon Races The next few races on the following pages are beings that can be found in Hyrule, but aren't a typically common sight in the world. Normally they stay in their homes and don't wander very far, but on occassion they can be found mingling with the other races of Hyrule. Kokiri "I swear! I seen 'em!" the child yelled. Thomas heard chattering in the distance and hid carefully. He was most surprised to find an entire society of kids in the forest with no supervision. He had only come here to talk with the Great Deku Tree and these children couldn't be it's guardians. -Page torn from a Lost Journal The Kokiri are said to be forest sprites guarded by the Great Deku tree, the being that they worship much like an older brother. Kokiri Traits Kokiri have these traits. Ability Score Increase. Your DEX score increases by 2. Age. Kokiri reach "maturity" by age 7. From then on they do not age and stay as children for an unknown amount of time. Alignment. Most Kokiri are good and playful. Most lean towards chaotic and are only reeled in by The Great Deku Tree, and their fear of the outside. Size. Kokiri are about 3 feet tall. They are small and rarely weigh more than 50 pounds. Your size is small. Speed. Your base walking speed is 25 feet. Guarded By The Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Languages. You can speak, read, and write Common and Sylvan. Subrace. There are three different types of Kokiri. Children Most Kokiri look like Hylian children who wear green. They squabble amongst themselves and make the Great Deku Tree happy to care for them. Ability score modifier Your WIS score increases by 1. Familiar. You gain a lifelong Wisp-like familiar who's stats are shown below. (Similar to a wizards familiar.) Forrest Wisp AC:12 Hit Points: 1 Speed: fly 50ft STR: 2 (-4) DEX: 12 (+1) Con: 2 (-4) Int: 8 (-1) Wis: 14 (+2) Chr: 10 (0) Senses: Passive perception 13 Special Abilities: The wisp can speak common and gives off a 5ft light. Plant-like The plant-like versions of Kokiri are perhaps an evolved form of the children. But it's said that the forest protectors take whatever form is necessary to help their master. So perhaps it's their natural form? Ability score Increase. Your CHA score increases by 1. Flight. You can summon a special leaf that lifts you, and your carrying capacity 1/day for 10 min. But you cannot use any weapons or items while flying except to drop things. Skull Kids Skull kids are the Kokiri that got lost deep in the woods and never found their way back home. Most are tricky and mean and lean towards Chaotic Neutral. They're skittish and wild compared to their fellow Kokiri. Ability Score Increase. Your CON score increases by 1. Small and Nimble. You can move through the space of a creature of a size category larger than you. Naturally Shy. You can hide even when only obscured by a creature of a size category larger than you. Favored Classes Playful and loving it is rare for a Kokiri to go out adventuring. But if they do they normall pick one of the following. Bard. Kokiri love the sounds of music, and are just as enchanted by playing it as they are by hearing it. Ranger. Most Kokiri will turn to the sling when prompted to fight baddies. 8

Deku Lyn almost said a swear word when she saw the Deku Scrubs hiding in the bushes near the Great Deku Tree. Those little creatures kept stealing her master's seeds and using them as amunition! It was time for someone to teach them a lesson. Not Lyn though, perhaps she'd go get backup. -Lyn's inner monologue moments before she forgot what she was doing. The Deku race is that of a monarchy. While most races dismiss them as weaklings, or perhaps even merchants, the Dekus are closer to nature than any other race could ever hope to be. Being living plant folk they are excellent at hiding among the bushes and sneak attacking even those who checked for traps. Some consider their monarchy to be xenophobic, and while that may be mostly true, the Deku simply don't view others as honorable races and look down upon them. Deku Traits As a plant-like race your stats are as shown. Ability Score Increase. Your CON increases by 2. Age. Deku typically reach maturity at around 8, and rarely live past 40. Mask of Nature. Since you look so similar to plants, you can hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Alignment. While most Deku wouldn't consider themselves such, other races would call the Deku Evil. But they tend to view themselves as Lawful Neutral. Languages. You can speak, read, and write Common and Sylvan. Subrace. The Deku often come in a few extremely varried types. Deku Scrubs, Mad Scrubs, and Business Scrubs. Scrubs The smaller childlike creatures. Most common yet rarely seen. Ability Score increase. Your nimbleness makes your DEX score increase by 1. Size. Your size category is Small. Speed. Your base walking speed is 25ft. Breath Weapon. When you use your breath weapon, each creature in a 15ft cone area, starting in front of you, must make a saving throw against poison damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you com plete a short or long rest. Poisonous Resistance. You have damage resistance to poison and advantage on CON saves related to poison. Mad Scrubs Typically the warriors of the Deku and the most prevelant on the countryside. Warriors through and through. Ability Score Increase. As a descendent of many first lines of defense, your CON score increases by 1. Size. Your size category is Small. Speed.Your base walking speed is 25ft. Warriors armor training. You have proficiency with Medium armor and Shields. Business These ones try their best to be the faces of the Deku, but many consider them an entirely different race altogether. Ability Score increase. Due to your Merchantile nature your CHR score increases by 1. Size. Your size category is Medium. Speed. Your base walking speed is 30ft. Flight. By spinning the leaves on top of your head you can Fly at a rate of 30ft. Favored Classes When either encouraged to go adventuring, or when sent on a quest by the Royal Monarchs of the Deku, the favored fighting styles are as follows. Ranger. Deku don't typically enjoy getting right up in someone's face considering they're mostly made of wood. Bard. Despite their strange looks many Deku enjoy picking up the pipes and encouraging their party members. Fighter. The profession with the most honorable of the Mad Scrubs. 9

Rare races The most rare of the races of Hyrule are listed below. Many aren't even sure if they exist in the world short of rumors and legends. Ask your Dungeon Master if it's alright to use these before playing one of them. If you'd like to play as a Minnish, I, the author, suggest perhaps someone who fell through a portal, or was sent on a quest by the village leader. Perhaps another Picori went rogue and you're tasked to find them? If you'd like to play a Twili, perhaps you'd suggest that the Twili have found a different way into Hyrule, or they border the Shadow realm as well and it just happens that a path was found. Perhaps this is during a time when the Twilight Mirror wasn't shattered and trade opened between the two worlds? Who knows! The world is your oyster. Twili "What do you think happened to the magic wielders who tried to rule the Sacred Realm? They were banished. They were chased across the sacred lands of Hyrule and driven into another realm by the goddesses." -Midna (Twilight Princess) Also known as "The Interlopers" the Twili are descendents of those that saught power. Banished to the twilight realm there is but one portal to and from their world. Over generations they grew to accept their fate and are but shadows of what they once were. Mostly peaceful they've learned to love the beauty of the Twilight Realm. With light green and gray skin, red eyes, and strange colored hair, even they do not know their ascendents race. Most Twili have some form of green rune on their body that reflects in the light. Twili Traits The Interlopers, or Twili, will come with these traits as shown below. Ability increase. Being extremely varried, either your STR or DEX increases by 2, as does either your INT or CHR. Age. The Twili age at roughly the same rate as Hylians. Alignment. Among the Twili the best and worst can be found among them. Even though most other races view them as evil, they have no disposition towards that. Size. Most Twili vary a lot, and stand somewhere between 4ft and 7ft tall. Reguardless, your size is Medium. The shorter tend to be fatter and the taller thinner, thus they're all somewhere around 120-150 pounds. Speed. Your Speed is 30ft. Superior Darkvision. As a denzien of the Twilight Realm your vision is immaculate. Your Darkvision radius is 120ft. Sunlight Sensitivity. Having grown up in low light and darkness your eyes are not acustomed to survive in the bright land of Hyrule. Shadow Kin. As an action you can hide in, or leave, one willing Creature's shadow. From here you cannot do anything but speak telepathically with the creature in whom's shadow you reisde in, while inside you have blindsight. While here you are immune to most forms of damage except magical. (Spells and magic weapons can still harm and target you) Languages. You can speak, read, and write Common and Twili. Twili is a subtle language that is written mostly in runes and spoken in whispers. Favored Classes. Most Twili out of necessity don't want to be seen, and as natural magic users they have a tendency to be better at magic classes. Wizard/Sorcerer. You'll find that most Twili Lean towards learning as much magic as possible, as well as being born with an inherent power to do so. Rogue. When wandering Hyrule many choose to stay in the shadows, hidden under cloaks to hide from the sun and the common race's gaze. Warlocks. It's not always seen as a bad thing to make pacts with those stronger, or even submit to powers greater than yourself. Warlocks are seen in just as good of a light as Wizards in Twili cultures. 10