Secreted within the depths of the forests, the isolationist Kokiri are rarely seen. Mere myth to most, the Kokiri have served the will of the Great Deku Tree and other spirits of the earth for centuries and, with any luck, will continue to do so for many centuries to come. Child-like and innocent but courageous in tight spots, the Kokiri are slow to trust outsiders but are loyal to the bitter end.


The Kokiri are child-like in more than just physical appearance. Kokiri tend to be optimistic, curious, and a bit mischievous. They tend to by shy around non-Kokiri, until they get to know them, but are steadfast friends. Kokiri, due to their isolationist natures, also possess near child-like innocence (though there are exceptions). Endowed with an innate sense of right and wrong, there are rarely any ‘bad apples’ amongst the Kokiri.

Physical Appearance:

The Kokiri are a small race. Kokiri generally grow to be about the same height as Hylian children, with little difference between the height of females and males. Many people mistake Kokiri for Hylian children, as the two groups look very similar. Kokiri, while within any forest that they have formed an affinity with, do not age. Kokiri may have any physical traits (hair, eye color) that Hylians have but some individuals are known to display a trait not seen amongst the Hylians: emerald green hair. Kokiri are not known for being the toughest, or the strongest race out there but they are well known for their great agility and speed. Little is known of how the Kokiri are born or what sort of lives they lead, but most appear to be Hylian children around 10- 12 years of age. Some speculate that the Kokiri are born directly from the great spirits of the earth, while others insist that they are born like Hylians and simply stop aging after a while! It’s just one more mystery about the Kokiri that might never be solved.


The Kokiri are an isolationist people, they rarely have dealings with outsiders. It’s not that they are afraid of outsiders (though most are cautious around them) or that they hate them (hatred is nearly an alien emotion to most Kokiri). Simply put, outsiders rarely venture into the deep forests where the Kokiri make their homes. The Kokiri try to approach outsiders with an open mind, but have some prejudices. Kokiri are generally friendly toward Deku, Hylians, Rito, and Subrosians. The Kokiri feel some kinship to the Goron, as both are creatures of the earth, but while Kokiri are creatures of the living earth Gorons are also creatures of Fire. Thus the Kokiri tend to keep the Goron at arms length more often than not, neither trusting nor distrusting them on sight. The Gerudo and Kokiri have rarely had contact with one another over the centuries. One of the few times was when Ganondorf Dragmire cursed the original Great Deku Tree, eventually killing the powerful spirit of the earth. Though the Gerudo have not done violence to the Kokiri since the Kokiri are cool toward them. Kokiri, like most other races, mistrust and fear Moblins. Moblins have been known to raid Kokiri villages and show no mercy. The Kokiri show them no mercy in kind. The Kokiri have a very powerful connection to a race not normally seen but always present, the Faeries. Kokiri and Faerie have lived together for time out of mind in a sort of symbiotic relationship. Every Kokiri has a Faerie companion from the moment they are born to the moment they die. How this companion is chosen or for what reason is not known.

Kokiri Lands:

The Kokiri have no recognized lands, for they make their homes deep within the boundaries of the forests of the world, rarely venturing outside (being outside of the forest too long causes their bodies to begin to age). Kokiri often live within established lands for centuries without being noticed. Kokiri communities tend to be small, containing anywhere from 30 to 120 individuals. Said communities are usually run by a Mayor (who is often self-appointed), but have no real structure. The Kokiri know right from wrong and rarely need guidance (that’s what their Faerie companion is for). They live simply and peacefully most of the time, rarely brandishing a weapon for anything more violent than hunting (an infrequent event). When roused, though, Kokiri can be exceedingly fierce and are deadly accurate with slingshots and bows.


Kokiri, in general, don’t practice any religion per se. They are servants of the great spirits of the earth, which could be called a form of religion. Those Kokiri who have ventured outside their forests sometimes pick up a religion. Most take to worshipping Farore or Nayru, but some worship Din. The Kokiri take the word of the great earth spirits as law, rarely disobeying them. For a very long time one particular community of Kokiri were convinced that they would drop dead if they stepped into the outside world, because the spirit they served told them that only death lay beyond the forest (this was during the War of Power, so it was accurate enough at the time).


The Kokiri adventure for many reasons, but most often at the behest of the spirit they serve. Few, if any, adventure for riches as Kokiri rarely have any sense of material worth. Ambition isn’t a common trait in Kokiri (and those that exhibit it tend to end up as the Mayor of a community) making adventuring for the acquisition of power rare. Some Kokiri have personal reasons to adventure. A legendary Kokiri ranger is said to have adventured to avenge the death of his entire community at the hands of Moblins. Kokiri have also been known to develop a love for adventure after they get over their initial mistrust of the outside world.

Kokiri Racial Traits

  • +4 Dexterity, +2 Charisma, -2 Strength, -2 Constitution;
    Kokiri are extremely quick and skilled with their hands, and most people find them cute and endearing but have delicately small frames and constitutions.
  • Small: Kokiri gain a +1 size bonus to both Defense and attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than medium-sized creatures, and their lifting and carrying limits are three-quarters those of medium-sized creatures.
  • Kokiri base speed is 20 ft.
  • Ageless: When kokiri take up residency in a forest, they become one with the land. Empathically and emotionally, they link their very life essences to the forest around them. Doing so requires that a kokiri willingly create an active bond with the forest. This can be done in two different ways. First, the kokiri must dwell within the forest’s depths for a period of 3 years, during which time he ages normally. After three years of dwelling within the chosen woods, the kokiri is agelessly bound to it. Thereafter, the kokiri ceases aging when he reaches his adult age. Alternately, a kokiri born into a forest is empathically bonded to it and ages only to maturity. If a kokiri leaves the forest he is bonded to he begins to age regularly. This aging stops again if the kokiri returns to his bonded forest. A bonded forest is defined as any body of woods both large enough to support the kokiri in natural and essential resources (food, water, shelter, etc) and covers at least 3 miles of land. The bonded forest can be no larger than 10 miles in land coverage, insuring that kokiri settlements remain small and somewhat secluded. Additionally, if the bonded forest borders Other forests, the 10 mile limit applies to what is bonded and what is not. Thus a kokiri, traveling outside his bonded 10 miles into an adjacent forest without any terrain lapse still begins to age until he returns to his bonded land.
  • Every kokiri automatically starts with the Attunement feat (for Fairy companion)
  • Low-light Vision: Kokiri can see twice as far as normal in moonlight, torchlight, candlelight and other similar lighting conditions as normal. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Move Silently, Listen, and Spot checks: Kokiri are a lithe, stealthy folk with keen senses heightened by their wilderness habitats.
  • +4 racial bonus to saves versus charms and sleep-like effects: Kokiri are resistant to the chicanery of some types of magic.
  • +2 racial bonus on Survival checks: Through habitation in the wild, Kokiri are attuned to the ways of the wilds.
  • Weapon Familiarity: Kokiri receive the Simple Weapon Proficiency feat in sling, dagger, and shortspear.
  • Automatic Languages: Kokiri and Hylian.
  • Bonus Languages: Any.


The Legend of Zelda: Ocarina of Time Eikre