Conversion Corner: Legend of Zelda Ancestries, Korok
Moving away from monsters, let’s talk about Koroks. If you’re my age your first memories of them were probably Wind Waker and learning that they were the new forms that the Kokiri took in the Great Sea timeline when Forest Haven and the Lost Woods became further isolated by becoming islands. If you’re younger, you probably instead remember “YAHAHA, YOU FOUND ME!” every time you completed a suspicious looking puzzle involving targets, rocks, or stone blocks in the overworld.
Much like the Rito, the presence of Koroks is a bit of a continuity snarl in the far future of the timeline, but one more easily explained away. While the mystery of how there are both Rito and Zora in BotW and TotK is harder to explain, one can assume that even without the Great Flood the Kokiri just… Decided to become little wood sprites rather than resemble human children anymore for some reason.
On the other side of things, it would be remiss to not mention the bird and fruit-like Kikwi in Skyward Sword. Are they a previous form taken by the Kokiri? If so, does that make Parella ancestors of the Zora (and how does that work, going from being invertebrate jellyfish/cephalopods to vertebrate fish people?)
As always, the sad answer remains “Don’t think about it too hard. The developers sure aren’t”.
But anyway, let’s go over what we DO know about Koroks.
Long before there were koroks, the Kokiri, sometimes known as the Forest Children, dwelled in the Deku Forest (or Faron Woods, depending on the era) after humans left the forest at the end of Skyward Sword. (The humans not living in Skyloft used the forest as cover to hide from Demise’s forces and monsters), seemingly moving into the places where they once lived. It’s possible during this time they took on childlike forms to put humans at ease during this time.
Most of the time, the Kokiri were content to hide from mortals, only rarely appearing to them. During the era of the Hero of Time, the Kokiri were apparently unable to leave the forest without aging and dying, which seems to have been because their guardian, the Great Deku Tree, was getting old and later infested by evil monsters, weakening his divine protection, which was later renewed by the sprouting of the next Great Deku Tree, allowing them to leave as they chose.
However, after the Great Flood in the Adult Timeline, the Kokiri shed their human-like forms, becoming oddly shaped wooden fey-like creatures akin to ambulatory stumps or oddly-shaped tree trunks, with faces formed by various different leaves with holes resembling eyes and mouths. Additionally, these Koroks make distinctive rattling noises as they move, as if they were a hollow wooden rattle or maraca-like instrument.
This new form could never be mistaken for human, but it seems to lack the same weakness the Kokiri had to the proximity to the Great Deku Tree, allowing them to travel far and wide on the wind to tend to the trees and foliage of the islands, which was their new role.
In the far future, the koroks still seem to work to spread healthy plant life far and wide, though they also seem to just enjoy setting up games of hide and seek with special conditions for revealing themselves.
All of this makes for a playful, childlike but still quite responsible people.
+2 Constitution, +2 Wisdom, -2 Dexterity. Koroks are tough and insightful, but their wooden bodies are a bit stiff
Type: Koroks are of the Fey type with the Korok subtype
Size: Koroks are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Koroks have a base speed of 20 feet.
Low-Light Vision: Koroks can see twice as far as humans in conditions of dim light.
Deku Familiarity: Koroks are used to using the forest’s bounty to their advantage. They gain a +1 bonus on attack rolls with wooden weapons, as well as on attack rolls to throw splash weapons and magic items primarily made of plant matter, such as certain magical plants and alchemical weapons.
Korok Magic: Koroks can cast invisibility once per day, using their character level as their caster level.
Korok Seeds Koroks can magically charge a seed with vital energies. Once per day, a korok can replicate the effects of using a tree feather token, conjuring a tree.
Leaf Flight: Koroks know how to get around in the air with magically grown plants. They gain the ability to glide using a giant conjured leaf as the glide spell as an at will ability. At 7th level they can instead use the leaf to fly as the fly spell 1/day. At 14th level, they can instead use it as overland flight 1/day. A korok must have one hand free to use any version of this ability.
Languages: Koroks begin play speaking Common, and Sylvan. Koroks with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Terran. See the Linguistics skill page for more information about these languages.