Ismirrian Chronicles; The TotH Loresite

The Deities

 

Note: These aren't all the gods yet. I'll add more soon.

 

The Deities. Gods and Goddesses of the universe. They are the ultimate, divine beings with insurmountable power, and infinite knowledge. They are the beginning and end of all things and without them, stars and worlds would be as nothing. Life would not exist if they had not made it so.

However... vast though their power may be, deities are not immortal. They are born and may age. They suffer not from illness, but they bleed and die like any other being. They have emotions and understand concepts of love and hate, of joy and sorrow. They are fickle beings however, and mortals can never hope to understand the mind of a deity and those who attempt this may well be driven mad by their pursuits.

No one knows the true nature of them. Are they truly creatures of divine origin? Or are they merely members of a powerful, diverse race of beings? Are they even of the same origin at all and if so, what would this be? One thing that is certain about them however is their power. Each God or Goddess holds some control over the fundamental foundations of the world, from control of the Elements, to the creation of races, and even time itself.

This is a chronicle of the Deities which govern the universe in which all worlds reside, and their roles in the affairs of mortals.

 

I. The Golden Trinity

 

 Image of the Golden Goddesses credited to Kearra on deviantART

 

The Golden Trinity is the collective name given to the three golden goddesses credited with the creation of the world which would become known as Ismirra, and held a key role in the creation of the land of Hyrule. The three sisters are seen as both individual beings, and a collective entity at the same time. They are known as Din, the Goddess of Power, Nayru, the Goddess of Wisdom, and Farore, the Goddess of Courage. They represent a balance of the three Greater Virtues and are seen as the chief deities in most societies. They are always depicted as beautiful, powerful women and are sited the most in prayer, and even the everyday speech of mortals.

The symbol of the Golden Trinity is the omnipotent Triforce, the sacred golden triangles spoken of so much in Hyrulean lore.

In the days long before time as we know it began, the world of Ismirra did not hold the elemental forces capable of sustaining a complete form. Only the forces of Aether and Umbra were present, and this constant clash of energies resulted in no more than a swirling mass of chaos which could hardly be called a planet. The world only existed in a pseudo-physical state, solid masses forming, and then dispersing in mere seconds, being unable to maintain their forms for any length of time. Without the sustaining essences of the other elements, this unborn world was fated to eventually die if something was not done.

The Golden Trinity looked down upon this partially formed planet with interest, for such a powerful mass of energies would result  in a truly splendid world if only they could be kept in check. Should the corrupting Umbreic energies be contained, the rich amount of Aetherial power would make for a world both rich in magic, and capable of maintaining an abundance of different life forms. The three of them took pity on the unborn planet, and so they convened with their divine brethren in hopes of enlisting their aid in cleansing the tainted mass of energy, and creating a new world from its bounty. After much deliberation with the rest of the pantheon, it was ultimately decided that in order for this world to be saved, it would require a combined effort from all of them.

As the three golden sisters were the first to discover this new planet, it was thus decided that they would be the ones to preform the initial cleansing and thus, be the first to leave their mark on the world. And so, with the plan formed, the three immediately departed from the divine realm to begin their labors in the creation of the new world.

Upon the completion of their labors, the three golden sisters gifted the planet with an artifact of great power known as the Triforce which held a certain degree of their very own power giving it the capability to fulfill nearly any mortal desire. However, all of them knew that with an object of such power and value, there would always be those who would seek to use it for ill. Therefore, they sought the aid of the Gods of Forest, Fire, and Water, the Goddess of Time herself, and the most trusted of their mortal subjects to seal the relic away from all but the most worthy of holders. Information pertaining to the Triforce and it's creation can be found here.

Shortly after the creation of the Triforce, the Trinity departed to return to the divine realm, leaving the world in the care of the Elemental Deities, and the mortals born to the world. They quickly formed an oath to never directly meddle in the affairs of Ismirra, and that any interaction they would have would only exist on an abstract, spiritual level.

 

The Goddess of Power; Din

 Image of Din credited to Kearra on deviantART
 
 

Din is the oldest of the Golden Trinity, and was the first of the three to descend upon the world. She is known as the Goddess of Power, and it was through her might that that the world was blessed with a body of its own. She was the goddess responsible for sculpting the world's physical shape, creating the mold which she, and the other deities would build upon. Arms wreathed in holy fire, she descended to the infant planet, and immediately set to work quelling the conflicting energies with her strength alone, and forming them into a physical shape. After much toil, the swirling energy of the nebula was stabilized, and formed into a solid mass. The planet had a body... now it needed a mind, and a soul.

 

 "Din. With her strong flaming arms she cultivated the land and created the Red Earth."

 

In the time before the Temporal Reverse, Ganondorf, having deceived Link and Zelda, discovered the entrance to the realm where the Triforce lay. However, upon laying his hand upon it, the relic immediately split into the three, and he was left only the Power Force; Din's essence. Even had Din wished to revoke her aspect however, she would not have been able to. Due to the oath she had sworn to never meddle in mortal affairs, Din could do naught but watch as the evil king slowly spread his influence across Hyrule, allowing the pacified Umbreic energies to fester once more.

Her humanoid form is almost always depicted as a young woman with long crimson hair, garbed in shades of red, and sometimes she is also seen with armor baring a Triforce emblem. In her divine form, she is most often depicted as woman with skin of solid gold, surrounded by a reddish aura of power. Many statues, paintings, and effigies of both Din's humanoid and divine forms depict her with her arms wreathed in flame; a testament to her role in the creation of the world.

Din is often accredited with the full creation of the world's physical body by the unenlightened. A little known fact among many worshipers is that the body created by Din was a bland, simple thing; a base mass akin to a block of marble used by a sculptor. She was the goddess responsible for making the formation of land and sea masses such as mountains, and oceans POSSIBLE but she was not the one to create them herself. The credit for that feat should be given Raenke, the World Shaper; the God of Creation. 

She is known for having a short temper and for her frequent outbursts of anger. It is said that whenever a natural disaster of great proportions occurs, that it is the result of Din's ire. When such instances occur, it is custom in most societies to preform sacrifices in tribute of the Goddess in hopes that the offerings will stem her rage.

Also, Din is often praised as a symbol of empowerment and her name is often heard upon the battle cries of soldiers charging into battle, as well as upon the voices of both kings and queens alike. In some cases, Din is often shown as a representation of strength within females, and it is said that a woman who prays to the Goddess may be granted some of her strength.

 

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The Goddess of Wisdom; Nayru

Image of Nayru, credited to Kearra

  

Nayru is the youngest sister of the Golden Trinity, and is known as the Goddess of Wisdom. She was the second of the three sisters to descend to the fledgling world from the divine realm. After Din shaped the world's physical body, Nayru was tasked with providing the mind. Focusing her keen insight and infinite knowledge into the planet, Nayru infused the world with her wisdom, which would in turn spread to those who would walk its expanses. Through her, the land came to know truth, and what was once merely a shell of a planet soon became self aware. However, though the infant world now possessed both a body and mind, it still lacked a soul of its own.

 

"Nayru. Poured her wisdom into the earth, and gave the Spirit of Law to the world."

 

Before the time's rewrite as brought about by the Temporal Reverse, the first born Hyrulean princess, Zelda, was marked as Nayru's chosen. When Ganondorf, with his unbalanced heart attempted to lay claim to the assembled Triforce, the aspect of Nayru; the Wisdom Force, fled into the body of the errant princess, where it lay dormant for seven years. Nayru herself could do little to aid the princess during the time of darkness, being only able to provide subtle guidance from the divine realm.

Nayru's humanoid form is often depicted as a beautiful sapphire haired young woman garbed in elegant clothing of varying shades of blue. Sometimes she is shown to be in a state of deep thought or concentration, surrounded by an aura of wisdom. In her divine form, she is almost always shown as a woman with skin of solid gold, similar to Din. An aura of blue surrounds her body, symbolizing the wisdom she exudes.

Nayru is known for being an extremely wise figure as would be expected from one baring the title of 'Goddess of Wisdom'. A lesser known characteristic of hers however is an odd penchant for being somewhat scatterbrained. Even the very wise cannot keep their thoughts in check at all times. It is for this reason that whenever one has a case of absent-mindedness that they are said to be 'touched by Nayru'.

The very knowledgeable look to Nayru as an obvious role model but the goddess herself seems to have a soft spot for young women, and even children in particular. Sometimes, the naivete of a young child can result in a wisdom that even the oldest of seers could never possess. When such a thing occurs, it is said that the Goddess herself is speaking through the child's mouth.

 

--

 

 The Goddess of Courage; Farore

 

 

Image of Farore credited to Kearra
 
 

The third and final of the Golden Trinity to descend upon the newborn world was the middle child; Farore. She is known as the Goddess of Courage, and it was her responsibility to give the world a soul. With the body and mind now formed, this was the final step to complete their creation. So it was that Farore, using her own divine essence, cleansed the planet's Aetherial core. Thus the purified energy, augmented by her own power began to flow through the world. The the efforts of Farore, the planet now held the ability to sustain life for the many different plants, animals, and sentient beings that walk it's surface to this day, and came to possess the gift of magic. With the body, mind, and soul now in place, the new world was now able to begin its new life. A name was decided upon, and the newborn world became known as Ismirra.

 

'Farore. With her rich soul, cleansed the world and produced the Essence of Life which flows within.'*

 

Just as the Wisdom Force fled from Ganondorf's grasp, so too did the Force of Courage find a new host. After separating from its sisters, Farore's Essence sought refuge within the body of the Goddesses chosen, the boy named Link who lay sleeping within the Sacred Realm. There, both Courage and her wielder lay dormant for seven years, until Link finally awoke to his destiny as the Hero of Time. After a long journey, the hero and the princess were finally reunited, and using their combined strength, as well as that of the awakened sages, they managed to seal the evil king away within the Evil Realm. These actions, though necessary, came at great cost to Farore and her sisters however, for even as Ganondorf fell into the abyss of the Realm, the Triforce of Power was dragged down with him. After the Temporal Reverse, the Three could do little more than watch from afar as the results of the conflict, good or ill, began to manifest...

Farore's humanoid form is often shown as that of a young woman with viridian hair, garbed in simple clothing in multiple shades of green. She is most often possessed of a convicted expression, accentuating the courage she represents. Her divine form, much like her sisters Din, and Nayru displays her as a beautiful woman with golden skin, surrounded by an aura of vibrant green. In certain dramatic representations, the Goddess is shown standing within a barren land, with her body aglow, and the area surrounding her feet teeming with life.

Farore's name is synonymous with courage, and her name is often uttered by mortals hoping to be blessed with her bravery. Many who lead lives of hardship pray to her for guidance and support during troubled times. She is often seen as the patron goddess for those who lead dangerous (but not sinister) lives, such as adventurers. It is often said that should one engage in a feat of great courage, that they are acting with the will of Farore.

 

 * - Due to the heavy changes in the story's lore and the roles of certain Deities it became necessary to alter Farore's 'legend quote' somewhat. If other gods produced certain races and lifeforms as well, then Farore very well COULDN'T have created all of them. Therefore I reworded it so that Farore gave the planet its soul and made it CAPABLE of sustaining lifeforms. This ties in with the idea of the three goddesses each representing the base aspects of living things; Power being related to the body, Wisdom, to the mind, and Courage, the soul.

The Elements

 

When the Three Golden Trinity and the Elemental Deities created the world of Ismirra from the chaos which it was shaped from, the once clashing elemental forces were pacified, and set into a perfect balance which allowed the world to thrive.

Elements are the fundamental aspects of the world of Ismirra. Everyone and everything is composed of some combination of various elements, and every sentient being has one element, which dominates all others. These dominant elements influence ones inherent skills, magical affinity, and even their very personalities. The elements exist in a constant balance, ensuring that neither becomes greater than any other, lest the world fall back into the ‘chaos’ from which it was formed. Each element has a Deific representative, and an emotional counterpart. In this section is listed the eight elements, as well as Umbra and their impact on the world.

 

Natural Elements:

 

The natural elements are those elements that are essential for life to exist. They are the elements that provide the essential necessities such as food, water, heat, and air to breath. If a world lacks even one of these crucial elements, then it would be impossible for life to flourish.

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Forest:

The element of life, of logic, of reason, of heartiness. It’s power keeps plants growing and animals (humanoids alike) mating and reproducing. Without the power of Forest, plants would wither and die and both humans and animals alike would loose their natural need and ability to mate and reproduce, causing all life to slowly succumb to the flow of time.

 

In sentient beings:

 

Those of the aspect of Forest are logical, reasonable, and ‘down to earth’. They are hearty and strong, and often quite friendly. They can be stubborn at times, and may find it more difficult to adapt to change than those of other elements. They are very logical, tending to be neither pessimistic, nor optimistic, but somewhere in between. Like the ancient wood that represents them, they are very patient and tend to remain calm in difficult situations, solving problems logically rather than stressing. Other elements may find them ‘boring’ because of their laid-back nature. Because of their strong bodies and wills they are well suited to a wide range of work, but prefer consistency above all else. Rapid changes in pace and routine make them feel uncomfortable so adventurous lifestyles are unsuited to them. Those of the Forest tend toward jobs such as farmers or shopkeepers to make their living as the consistency of these jobs suits their laid-back personalities.

 

The Deific Representative of the Forest element is Koboku; the true name and form of the Great Deku Tree and its emotional counterpart is Calmness

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Wind:

The Element of adventure, of innocence, of drifting, of imagination. It’s power keeps the wind blowing and is the fundamental aspect of most dreams. Without the power of Wind, breezes would no longer blow, and the air would quickly pollute and become poisonous. Breathing would become impossible, and life along with it.

 

In sentient beings:

 

Those of the Wind Element are innocent and imaginative. Adventurous and ever dreaming. They tend to be a bit ‘flighty’ and naïve at times. They often come across as somewhat fey and sometimes even slightly immature. They detest monotony, and are constantly seeking new avenues to pursue. They can be excessively hedonistic and greatly enjoy things that are ‘fun’ such as parties and sports. Like the ever blowing winds that represent them, they are always on the move, finding it difficult to ‘sit still’ for prolonged periods of time. They are quick to get bored and are always on the lookout for new avenues of entertainment and excitement. They can be excessively curious about things that others would not think much of, but this is more along the lines of a ‘tinkering’ form of curiosity rather than an intellectual one. Those of the Wind Element are best suited for flexible, ever changing jobs in order to keep them interested, which is why many take up a profession in mercenary work or become adventurers, travelling where the wind may guide them.

 

The Deific representatives of the Wind element are the Twin Wind Gods, Zephos and Cyclos and its emotional counterpart is Joy

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Fire:

Fire is the element of strength, of passion, of ambition, of leadership. Its power keeps the planet warm and habitable. Without the power of Fire, the world would enter an ‘ice age’ from which it would never recover. Temperatures would continue to fall until the entire planet would be no more than a large mass of ice where nothing could survive.

 

In sentient beings:

 

Those of the Fire element are strong and proud. They are charismatic, ambitious, and passionate in their thoughts and beliefs. Like the flame that represents them, they can sometimes be unpredictable, and ‘hot-headed’. Most tend toward temperaments that are more Choleric in nature. They tend to be strong physically, and their drive to succeed and to prove themselves only adds to that due to their determination. They make excellent leaders, because of their ambition and charisma, but they may sometimes have difficulty in accepting wrong if they believe strongly enough in their motives. If a situation requires a leader, it is those of this element that the most likely to take up the torch. Their skills in leadership seem to come naturally and even those without experience in the matter seem to do quite well when leading others. Those of the Fire element are well suited toward stations of leadership such as military generals, business executives, or even rulers.

 

The Deific representative of the Fire Element is Volvagia; the Dragon God* and its emotional counterpart is Zeal.

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Water:

Water is the element of beauty, of love, of knowledge, of tranquility. It’s power keeps the waters clear and flowing, and keeps the fish and other sea creatures thriving. Without the power of Water, oceans, lakes, rivers and all other water sources would stagnate and become undrinkable. All aquatic creatures would perish… as well as any other creature that requires water for survival.

 

In sentient beings:

 

People of the Water element are calm, and tranquil, and often display great wisdom and knowledge. They are often very beautiful both in body and personality. Like the clear, ever flowing waters that represent them they are very pleasing to be around, though they make better listeners than talkers more often than not. They are often drawn to learning and expanding their knowledge but this can sometimes lead to them foregoing other aspects of life, such as socialization, or politics in order to further it. Those of the Water element are timid, but when they come out of their shells one will find them to be very trustworthy and loyal both as friends and as lovers. They are possibly the most magically apt of any of the elements, seemingly able to learn new forms of magic much easier than those of other elements, perhaps due to their fondness for learning. Those of the Water element are well suited toward fields related to knowledge, or magic such as scribes, or wizards though because of their reclusiveness and more ‘submissive’ nature, they can be ill suited to positions of leadership.

 

The Deific Representative of Water is Jabun, also known as the Great Jabu Jabu and its emotional counterpart is Love.

 

 

Spiritual Elements:

 

Spiritual elements are those elements that effect the more spiritual and mental aspects of life, such as morals, creativity, etc. Unlike the natural elements, spiritual elements are not ESSENTIAL to life itself, but provide those things which maintain balance in the souls of sentient beings. As such, a world containing only unintelligent life such as micro-organisms or animals would not require these elements. These are the elements that separate intelligent races and species from the beasts.

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Spirit:

Spirit is the element of pride, of loyalty, of charisma, of balance. Its power instills pride in the hearts of all sentient beings and serves to keep the moral balance in check. Without the balance provided by the Spirit element, perceptions of right and wrong or good and evil would be non-existant. Moral alignments would not exist and chaos would ensue.

 

In sentient beings:

 

Those of the Spirit element are prideful and loyal; fiercely devoted to their cause and their leaders. They have a natural aura of charisma and can easily rally others to follow them if such a need arises. They tend to be very balanced morally, as is seen by the element’s telltale yin-and-yang-esque symbol, not having any definite tilt in the scale of order and chaos. They share much in common with those of the Fire element, though are perhaps more level in their personalities, that is, they are less hard headed and arrogant, but also less driven in their ideals. They have an inherent desire for admiration, and may come across as conceited at times. They are loyal to their superiors, or those to whom they’ve sworn fealty to, if sometimes overly so. Because of this, they make great leaders and great followers but tend more toward those positions where they can openly display their pride, loyalty, and ability among others. A passive display of self-righteousness perhaps. Those of the Spirit Element are well suited to positions such as guards or knights where they can be seen among others and show what they can do.

 

The Deific representative of the Spirit Element is Sunare; the Goddess of the Sand and its emotional counterpart is Pride.

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**Shadow:

 

Shadow is the element of illusion, of truth, of solitude, of art. It's power is responsible for instilling artistic inspiration within the hearts of mortals. Without the element of Shadow, the world would be forever bathed in light, and the solitude of night would cease to exist. Moreover, any form of artistry from music to theatre would be impossible as there would be no inspiration for such things.

 

In sentient beings:

 

People of the shadow element are often secluded and introverted. They show little to no outward emotion, and prefer to keep to themselves rather than mingle with others. This is not because they are worried of others disliking them so much as that they simply do not feel the need for companionship as strongly as others would. Through their stoicism, they are ensured lives without much grief, however this also results in a very lonely existence. They are blunt, and honest to a fault and will not hesitate to speak the truth, even at the risk that said truth may be difficult for the receiver to hear. An interesting characteristic regarding those of the Shadow element is their seemingly natural artistic talent; a trait often credited to Seiryu. They are very creative artistically, and it is these people who have produced many of the greatest works of art in Ismirra. Those of the Shadow element are strongly suited toward work in the fields of art such as painters, sculptors, or musicians where they can share their artistic talent with the world.

 

The Deific representative of the Shadow Element is Seiryu; the Minstrel of Night and it’s emotional counterpart is Solitude.

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Light:

The element of honor, of justice, of righteousness, of chivalry. Its power instills the sense of justice and honor in the hearts of mortals. Without the Light element, the hearts of mortals would be forever plunged into evil. There would be no justice, no honor, only brutality and tyranny. Other elements would easily be corrupted by Umbra, and evil would reign supreme.

 

In sentient beings:

 

Those of the light element are righteous, and just. Their hearts are as pure and bright as Malia and Yira; the Twin sols that give Ismirra her light. They are chivalrous and heroic and constantly seek to make the world a better place for all people, and not simply themselves. They frequently put the needs of others above their own and will not hesitate to risk themselves for the sake of others be they friend, family, or even stranger. However such righteousness and honor comes at a price as they may sometimes become less righteous and more ‘self-righteous’, believing that they ‘know best’ and seeing those who oppose their ideals as ‘evil’ or ‘misguided’. This could lead to them committing acts of great evil without ‘realizing’ it, passing off atrocities as being ‘for the greater good’ at times. Because Light is the element that is most resistant to the corruption of Umbra, most are able to resist this temptation, however even the purest of us are not without our own traces of evil. Because of their chivalrous ways and strong sense of justice, those of the Light element are most suited toward noble professions such as Paladins, Priests, or even Heroes.

 

The Deific representative of the Light element is Sylindeene; Queen of the Twin Suns and its emotional counterpart is Nobility.

 

 

Undefined Elements:

 

These are elements that belong to neither the natural, nor the spiritual castes of elements. Their place in the elemental spectrum is either unknown, or highly debated as is their relevance to life. These elements are the subject of much study due to their peculiar natures.

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Aether:

The element of magic, of mystery, of flexibility, of cosmos. Its power is the source of all magical energy on the world of Ismirra. The only thing that is known about this element is that if it did not exist, neither would any form of magic. It is both the strongest and the weakest of the elements because of this. It is very effective against any other element, but by the same token, those very same elements are effective against it.

 

In sentient beings:

 

Aether is… an interesting element with regard to sentient beings. Not much is known about it because it seems to hold aspects of every other element in existence… and more. Aether is as mysterious as the stars themselves. No one knows of any true distinct characteristics of the element save its connection to magic, and that it shares traits of all others. It is the most diverse and erratic of the elements, but also the rarest. People of the Aether element are few and far between, and no single personality type is definite for this element. They could be as tranquil as a Water, or as ambitious as a Fire. They could be as righteous as a Light or as sinister as an Umbra (Though the latter is more likely when one has fallen under it’s influence anyway). Those of this element are often mistaken as another element because of this. Due to their diverse personalities, those of the Aether element could be successful in any sort of profession depending on their true personalities and strengths.

 

The Deific representative of the Aether element is unknown though several theories exist. Some believe that this element may have been created by all the deities working in unison, while others credit it’s creation to another, unknown deity. It’s emotional counterpart is also debatable because of how erratic the element is. The widely accepted emotional counterpart is Meditation (A meditative state of mind, not the ACT of meditating).

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Umbra:

The element of evil, of discord, of destruction, of chaos. It’s power is the source of all evil and negativity in the world. Its ‘viral’ sort of nature perhaps makes it even more peculiar than Aether. This element is highly debated within magical society on various levels, such as it’s position on the elemental spectrum, its purpose in the lives of the people and creatures of Ismirra, and even if it should be considered an element at all. It seems to exist only to consume, corrupt, and to cause suffering for all living things.

 

In sentient beings:

 

No mortal being is ever ‘born’ with an affinity to the Umbra element, likely because no natural born infant is ever born with evil in their hearts***. This element has a peculiar virus-like attribute which allows it to ‘infect’ and corrupt those who listen to its call. It seeks out those with evil hearts, and slowly molds their thoughts and corrupts their souls, changing them into a sort of ‘corporeal emissary’ to sew chaos in its name. If the individual has fallen far enough under it’s influence, their elemental affinity could shift from their ‘base affinity’ to that of Umbra; an example of this shift is Ganondorf Dragmire, who used to be of the Fire Element before his own corruption. Umbras tend to retain traits of their base elements, though they are warped and evil variants. A normally intelligent and calm Water could become scheming and cold, or a normally noble and righteous Light could become overzealous and fanatical for instance. Those under the influence of Umbra are almost always villainous, and tend to make their ‘livings’ as villains, tyrants, demonic cultists, etc.

 

Umbra has no known Deific Representative, though the word is considered anathema by most; having equivalence roughly to the perception of what we would consider ‘Hell’. Though it is not fully know, most believe the emotional counterpart of Umbra is Hatred.

 

Additional Findings Regarding Umbra:

 

1.       While it is not uncommon for mortals to come under the influence of Umbra, the opposite also applies, though it is much more difficult to achieve. Those who have come under the influence of Umbra may find the strength needed to break themselves of their bonds and return to their base affinity. This normally occurs only through a strong self-redemption or the use of holy rituals to ‘exorcise’ the fell energy from the afflicted person. Both are only effective if the afflicted one wills it.

 

2.       The foul creatures who wander the world of Ismirra are known as ‘Umbral Creatures’ given form overtime by masses of Umbral energy coalescing and taking a pseudo-physical form (More information on the latter topic in the Flora and Fauna section.

 

3.       Umbra’s position on the elemental spectrum is highly speculated. Some believe that it belongs with the Spiritual elements due to it’s nature as the elemental epitome of evil as Light is the epitome of goodness. This theory states that Umbra’s presence creates a balance between good and evil and creates a constant need for change and improvement, where as without it change would be slow because everyone would be happy and content without evil in the world; a theory often condemned by many religious sects. Others theorize that it may not be an element at all in and of itself due to it’s peculiar virus-esque nature and the fact that no living creature has yet been born with a natural affinity to this element. Still others believe that a large mass of Umbreic energy may have been the ‘chaos’ from which the world of Ismirra was formed by the Divine Trinity and the Elemental Deities in the Legend of the Golden World.

 

 

Asterisks:

 

* - Volvagia is indeed the God of Fire. Most Ismirrites pay tribute to Him, with the ironic exception of his chosen people; the Gorons who hold a sense of fear and slight animosity against him. He is not evil in any sense of the word, but rather, their fear of Him stems from an ancient misunderstanding which has sense been warped into a horror story among the Goron Race.

 

** - Shadow is often misrepresented as the element of discord and evil due to its apparent opposition of the Light element. Nothing could be further from the truth however. Shadow is the element of solitude and artistry. The "element" of EVIL is Umbra.

 

*** - I say ‘natural born’ because there ARE instances where an unfortunate child might be infused with Umbreic energy while still in their mothers womb through the use of black magic rituals. Such practices are rare, and obviously illegal in practically every society with any form of law.

Artifacts

(This is an ongoing section. More artifacts will be added as needed.)

A vast number of artifacts exist on the world of Ismirra. Each one is possessed of great power. These artifacts have been long sought after by both the righteous and the villainous. Most of these powerful items are hidden, their locations unknown to even the most adamant of researchers. Those that have been found are kept under constant watch and protection to ensure that no one of evil intent may ever lay their hands on them, for if even one were to fall into the possession of such a person, the results would be catastrophic in nature. Information regarding the many artifacts in the world of Ismirra can be found here.

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The Triforce

 

The Triforce is the primary divine relic of Hyrule. It consists of three pieces possessing the essences of the three forces of Power, Wisdom, and Courage as well as the power of each piece’s respective goddess. The Triforce is seen as both a singular relic, as well as the sum of it’s three aspects. The fully assembled Triforce has the power to make any wish its holder makes into reality. It resides within the Sacred Realm, awaiting any who would seek to claim it. Should one with a righteous mind enter the realm and lay claim to it, the realm will become a paradise; bringing forth the positive characteristics of one who enters it. Should one with an evil heart lay claim to it, the realm will be consumed by darkness and will bring forth the negative aspects of those within.

 

Rather good or evil the assembled Triforce may not be claimed by any save one who holds all three virtues in perfect unison. Should the unbalanced one lay claim to the relic, it shall instead split into its three aspects, leaving the would-be owner with only the third that he/she covets most. The other two will flee, taking residence within another two people chosen by destiny. Should either wish to claim the assembled Triforce they must seek the other wielders and acquire their forces; either by consent or by force.

 

The three aspects in and of themselves bestow great power upon those who hold them. So great in fact, that it tends to affect their very personalities as well as their abilities. Though this is often not to a degree as to cause danger to the holder, they can cause great – Sometimes even irrevocable changes.

 

 

Aspects:

 

The Power Force:

 

Power is the Force associated with the body, and therefore one enhancement the Triforce of Power grants is that of heightened physical strength. A single punch from the wielder of Power is enough to shatter a thick wall of granite. Another characteristic the wielder gains is that of great charisma. Weaker minds, such as those of animals (or monsters for the more malicious) will rally to the cause of any being who holds this piece, and will follow unquestioningly. For this reason she is the piece most sought by the ambitious, or by those with evil intent. However, such power comes at a price; without wisdom, power can never be used in an effective manner, and without courage, there is always the constant fear of loosing such power. Wielders of the Power Force tend to be very strong, and charismatic, but also arrogant and paranoid if they cannot control the power they hold. Those who wield this force could be either the most benevolent of rulers, or the cruelest of tyrants. The Power Force is perhaps the most erratic of the Three Forces, she could cause the greatest of good, or the most ill. She is often associated with The Sovereign.

 

The Wisdom Force:

 

Wisdom is the Force associated with the mind, and therefore one enhancement this Triforce grants is that of heightened mental capacity. One who wields the Triforce of Wisdom shall possess a fount of knowledge to rival that of even the oldest of mortals. Another virtue granted by this piece is that of great magical power. Wisdom grants her barer vast reserves of magical energy, which would allow them to easily cast powerful magics consecutively without tiring, while a normal wizard might be drained after a single casting. These reserves also replenish far more quickly than that of an average sorcerer. She is the piece most often sought by sorcerers, and other beings with a desire for greater knowledge and magic. Like the Power Force, these virtues are not without consequence. Wielders of the Wisdom Force focus more on strength of the mind, and as such their bodies are rather frail and delicate even when healthy. Moreover, they tend to be much more timid and even fearful than others due to the lack of courage. The Wisdom Force is perhaps the most virtuous of the Three Forces, though her possession also puts it’s wielder in the greatest danger. She is often associated with The Angel.

 

The Courage Force:

 

Courage is the Force associated with the soul, and therefore possession of this Force instills a great sense of determination. Wielders of the Triforce of Courage possess a conviction so unshakable that they are able to find the strength to triumph over insurmountable odds. Another virtue the Courage Force grants is that of enhanced senses and agility, allowing them to see over much greater distances, and hear the slightest of footfalls, as well as allowing them to easily perform exceedingly difficult or even seemingly impossible acrobatic feats. She is the piece most often coveted by adventurers, mercenaries, and others who lead difficult and dangerous lives. Just as Power and Wisdom contain vices to balance their virtues so too does Courage. Wielders of this force tend to be rather reckless in their actions, their instincts outweighing logic at times. At the same time their lack of the charisma that power provides makes them inadequate leaders unless this vice is overcome through other means, which often leads to them undertaking difficult tasks alone. The Courage Force is the possibly the most ‘active’ of the Three Forces, and seems to lend her aid to her wielder much more than the other two. She is often associated with The Templar.

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The Elemental Jewels

 

The eight Elemental Jewels are the sacred gems within which, reside the sources of each element. They are very powerful, and grant their carriers the absolute control over the element, which they represent. They were created by the Elemental Deities to infuse their chosen worlds with the power of the elements, enabling them to support life. To remove an Elemental Jewel from the world in which it was granted, is to remove that very element from the world. They, like the Triforce, are indestructible.

 

Should one acquire every single Elemental Jewel they would receive powers akin to a god and none save a wielder of the Triforce would have the strength to stand in the way of their ambitions. All who have attempted this feat have either perished in their search, or given it up. However, there have been instances were certain beings have gained control over one, or more Elemental Jewels; the effects of which have historically ranged from benign, to catastrophic.

 

Currently, the locations of only three of the eight jewels are known. These three gems are more commonly known as ‘Spiritual Stones’. This is an ironic misnomer because neither of the three jewels possess an affinity to any of the Spiritual Elements.

 

 

The Jewel of Forest: The Kokirian Emerald

The Forest Jewel is the source of the Forest Element; the force that keeps living things growing and breeding. It holds the divine power of Grandfather Nature. Created by the God of the Forest; Koboku, he uses its power to guide and protect his children and give life to the world. A wielder of the Forest Jewel holds the power of life itself. Wild animals will heed the call of one who uses the jewel and will follow their whims without question. The wielder gains control over the earth itself, able to erect mountains and create massive fissures with only a word, or grow vast forests from but a single seed. It can currently be found in the Forest of Life’s Beginning within the home of the Kokiri, held by the very god who created it.

 

The Jewel of Forest is more commonly known as the Spiritual Stone of Forest, or the Kokiri’s Emerald and is one of the four keys to the Door of Time.

 

 

The Jewel of Fire: The Goron Ruby

The Fire Jewel is the source of the Fire Element; the force that keeps Ismirra warm, and gives birth to flames. It holds the divine power of the Everlasting Flame. Created by the God of Fire; Volvagia it was entrusted it to his chosen people; the Gorons to guard and watch over them and to lend them its strength. A wielder of the Fire Jewel holds the power of the unquenchable flames. Volcanoes erupt at their call, and they can create massive infernos from but a small patch of kindling. The wielder gains control the very heat source of the world, and could shape entire masses of land into bitter tundra, or scorching deserts if they wished it. It can currently be found within Death Mountain standing high above the City of the Gorons.

 

The Jewel of Fire is more commonly known as the Spiritual Stone of Fire, or the Goron Ruby and is one of the four keys to the Door of Time.

 

 

The Jewel of Water: The Zoran Sapphire

The Water Jewel is the source of the Water Element; the force that keeps the waters clean and flowing, and keeps aquatic life thriving. It holds the divine power of the Cleansing Springs. Created by the God of Water; Jabun, it was entrusted it to the Zoran Royal Line (Who use the sacred artifact as a sort of divine engagement token) so that it might always be in trusted hands. A wielder of the Water Jewel holds the power of the all-cleansing waters. Geysers spring to life as they will it, and torrential rains, able to sink entire regions can be summoned with but a simple thought. The wielder gains control of all water sources in the world (which is the majority of Ismirra) and with them, the fate of all life in, and near them. It currently resides within Zora’s Domain; the Zoran capital, in the possession of the princess, Ruto.

 

The Jewel of Water is more commonly known as the Spiritual Stone of Water, or the Zoran Sapphire and is one of the four keys to the Door of Time.

 

 

The Jewel of Wind: The Ritoyan Opal

The Jewel of Wind is the source of the Wind Element; the force that keeps the air of Ismirra pure and breathable, and allows the winds to blow. It holds the divine power of the Four Winds. Created by the Twin Gods of Wind; Zephos and Cyclos, it was once entrusted it to the Rito that it’s power might aid them whilst travelling upon the winds. A wielder of the Wind Jewel possesses the power of the air currents. They can create cyclones at will, or purify the air itself. They gain control over the sustaining air that nearly all beings require for survival. The Wind Jewel was once in the possession of the Rito, but was lost millennia ago during the Ancient War so its current whereabouts are unknown.

 

 

The Jewel of Spirit: The Gerudo Topaz

The Jewel of Spirit is the source of the Spirit Element; the force that keeps the moral balance in check and instills pride in mortals. It holds the divine power of the Prideful Soul. Created by the Goddess of Spirit; Sunare, it was once entrusted to the Gerudo to grant them the pride and determination they would need to survive in their harsh environs. A wielder of the Spirit Jewel possesses the power to manipulate the moral balance as they see fit. They can bend the consciences of sentient beings to a degree, to make them desire things they normally would not or vice versa. It holds no power over physical objects, but can distort mental states to the point that only the resilient of minds would have the ability to prevent the manipulation of their thoughts. It was once held by the shamans of an ancient Gerudo Tribe, but was lost to the sands when this particular tribe was wiped out during the Ancient War.

 

 

The Jewel of Shadow: The Sheikan Amethyst
 

Image courtesy of Patrick Kuhnz (PitnLinkProductions) on deviantART

 

 

The Jewel of Shadow is the source of the Shadow Element; the force that governs the coming of night, and drives artistry. It holds the power of the Lunar Effulgence. Created by the God of Shadow; Seiryu, it was once entrusted to the Sheikah, that it’s power might aid them in their secluded ways, ever walking in the shadows. A wielder of the Shadow Jewel gains the power to draw upon the force of the moon, and to bring about the coming of night. They can use this power to either indirectly manipulate the winds and waters (though not to the degree of one who holds either of those Jewels) or use it’s power to create powerful illusions. They also gain passive control over artistry; a struggling artist may find the greatest of inspiration simply by gazing into Shadow Jewel. It was once held by the elders of the Solemn Eye clan before it was lost during the Ancient War. Even the surviving members of the clan do not know of its whereabouts.

 

 

The Jewel of Light: The Hylian Citrine

The Light Jewel is the source of the Light Element; the force that controls all light, including that of the twin sols; Malia and Yira, and instills the sense of justice in mortals. It holds the power of Solar Radiance. Created by the Goddess of Light; Sylindeene, it was granted to the Hylians, in the hopes that its Noble radiance would allow them to rule their vast kingdom justly.  A wielder of the Light Jewel gains the power to draw upon the power of the two Solar Sisters; Malia and Yira and to call upon the light of day. They can use this power to bathe entire regions in Light, condense it for various uses, or focus it unto themselves to infuse their bodies with holy power. They gain passive control over the innate senses of justice within mortals and can either strengthen it, or remove it within those with weaker minds. While it was once in possession of the Royal Family of Hyrule, the Light Jewel has not been seen for Millennia. It is believed to have been lost during the same catastrophic war that resulted in the loss of the other three Jewels.

 

 

The Jewel of Aether:

The Aether Jewel is the source of the Aether Element; the force that controls the aetherial plane, and is responsible for the existence of magic in it's purest state. It holds the power of Phantasmal Mana. As no one knows the source of the Aether Element, no one knows the creator of its Jewel. It is also uncertain who it’s chosen people are – or were – and only small mentions of it in various ancient texts confirm its actual existence. Its abilities would have an obvious connection to magic, but the true nature of these abilities are unknown. Only small references to the Jewel confirm its existence, and there are no known records of it ever being used. Some scholars believe it was once held by the Elves (And may well still be), though the questionable nature of a theory based around such an enigmatic race leaves many skeptical.

 

The Umbra Jewel?

Rumors exist of a ninth Jewel which holds the power of the Umbra Element but there are no records of its existence. This is likely for the best as villains of all types, especially those under the corruption of the element would actively seek it out if its existence and location were known. To most, these rumors are seen as nothing more. Still, there are those who believe in its existence and either fear it… or covet it.

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The Ocarina of Time

 

The Ocarina of Time is a mystical instrument said to have been entrusted to the Hyrulean Royal family from the Goddess of Time, Verthandi, herself. It is thought that she imbued the Ocarina with a small portion of her very own power, much like the Elemental Deities with the Elemental Jewels, or the Golden Trinity with the Triforce, albeit to a much lesser degree. It serves as the fourth and final key to the Door of Time and it is rumored that only the Hero and Sage of Time may draw upon its immense power.

 

Should one play the Song of Time before the door, using this Ocarina and with all three Spiritual Stones in his/her possession, one is said to open a portal to the Sacred Realm from Hyrule. However, only one destined to wield the sacred blade; the Master Sword may open the final lock on this portal.

 

The Ocarina itself holds vast power, and its function as a key to the Door of Time is but one of its many abilities. The Ocarina can be used to summon familiars, enhance telepathic ability, transport the minstrel from one place to another, or function as a catalyst for magical spells.

 

One of the greatest powers that the Ocarina of Time grants to its holder is that of limited control over time itself. In certain scenarios, the Ocarina can transport the minstrel through the fabric of time, bringing them into the future, or the past. This is limited however in that the minstrel may only travel to times in which he or she has existed, or will exist; and only by the span of a week at most (This also cannot be done consecutively).

 

The Ocarina of Time is currently in the possession of the Hyrulean Royal Family, to be granted to those it is destined for whenever they appear.

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The Master Sword:

 

The Master Sword is a sacred blade also known as the Blade of Evil’s Bane. As its name implies, it is the most powerful sword ever created and only one chosen by it is capable of wielding it. It is said, that evil hands may never lay claim to the blade. Should one attempt to take it up, the sword will judge their worth. If one with evil intent attempts to grasp the blade, it will promptly reject them. If one is found unworthy, but not evil then the sword will merely become heavy to the point that not even the strongest of arms will be able to lift it. If one IS found worthy however, the sword will spring to life, heeding its new master’s call.

 

The Legend:

 

The Master Sword is said to have been forged some years after the world of Ismirra was created. At this time, the many different peoples of the world lived in perfect harmony with one another, unlike the times of today where suspicion and animosity are commonplace. The leaders of the many races agreed that the time would eventually come when a catastrophe would shake the foundations of their peaceful world, and that a hero would rise to face the nameless evil. And so, they chose to create a weapon that would aid the hero when that time came.

 

The Three Goddesses, hearing their subjects noble intentions gifted them with a small amount of the divine metal known as Aldrathril, and instructed them to create the finest of blades from the ore. Thus was the origin of the Master Sword; forged by the Gorons, tempered by the Dwarves, and cooled in the sacred waters of the Zora. Imbued with moral conscience by the Gerudo that it may never be used for evil, and enchanted with powerful Shadow Charms by the Sheikah, making it lighter than a down-feather. It was enchanted with Holy Power by the Hylians, and blessed with the powers of the earth and the sky by the Kokiri and Rito. Finally, the Elves entrusted it with a soul of its own, granting it the gift of sentience.

 

The forging lasted for many moons, but once the sword was finally complete, the elders of the creator races constructed a pedestal on the very ground where the Gods had descended, and placed the blade within it to await the coming of the hero who was destined to wield it, where it still sleeps to this very day.

 

The Master Sword is a sentient blade and can only be used by the hero destined to wield it. A mere glance from the blade would cause the skin of any evil creature to burn, as if struck by a blade straight from the forge. An Umbral Creature, slain with normal weapons merely disperses back into its essence to reform elsewhere over time. However, should such a creature be slain by the Master Sword, they are destroyed forever. It is the only sword capable of destroying Umbra itself. Furthermore, the spirit within the blade often times grants her strength and wisdom to her wielder to guide their way. It also holds the power to channel, and amplify magic power; strengthening spells to a degree while not taxing the caster any further than a normal casting would.

 

The blade may not be used to slay those who have not been corrupted by the forces of evil. The Master Sword striking an innocent being is akin to a dull blade striking a canyon wall. Therefore; the blade is not only the weapon, but the judge as well.

Spiritual and Divine

This page contains content pertaining to the more metaphysical aspects of Ismirra. Things relating to the elements, powerful artifacts, and the deities responsible for the world's creation can be found here.